3 /* Purpose: Object code, part 2 */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
19 * Excise a dungeon object from any stacks
21 void excise_object_idx(int o_idx)
25 s16b this_o_idx, next_o_idx = 0;
31 j_ptr = &o_list[o_idx];
34 if (j_ptr->held_m_idx)
39 m_ptr = &m_list[j_ptr->held_m_idx];
41 /* Scan all objects in the grid */
42 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = &o_list[this_o_idx];
49 /* Acquire next object */
50 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = &o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
97 /* Scan all objects in the grid */
98 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
103 o_ptr = &o_list[this_o_idx];
105 /* Acquire next object */
106 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx == o_idx)
114 /* Remove from list */
115 c_ptr->o_idx = next_o_idx;
123 /* Previous object */
124 k_ptr = &o_list[prev_o_idx];
126 /* Remove from list */
127 k_ptr->next_o_idx = next_o_idx;
130 /* Forget next pointer */
131 o_ptr->next_o_idx = 0;
137 /* Save prev_o_idx */
138 prev_o_idx = this_o_idx;
145 * Delete a dungeon object
147 * Handle "stacks" of objects correctly.
149 void delete_object_idx(int o_idx)
154 excise_object_idx(o_idx);
157 j_ptr = &o_list[o_idx];
160 if (!(j_ptr->held_m_idx))
172 /* Wipe the object */
181 * Deletes all objects at given location
183 void delete_object(int y, int x)
187 s16b this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
197 /* Scan all objects in the grid */
198 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
203 o_ptr = &o_list[this_o_idx];
205 /* Acquire next object */
206 next_o_idx = o_ptr->next_o_idx;
208 /* Wipe the object */
215 /* Objects are gone */
224 * Move an object from index i1 to index i2 in the object list
226 static void compact_objects_aux(int i1, int i2)
236 if (i1 == i2) return;
240 for (i = 1; i < o_max; i++)
245 /* Skip "dead" objects */
246 if (!o_ptr->k_idx) continue;
248 /* Repair "next" pointers */
249 if (o_ptr->next_o_idx == i1)
252 o_ptr->next_o_idx = i2;
262 if (o_ptr->held_m_idx)
266 /* Acquire monster */
267 m_ptr = &m_list[o_ptr->held_m_idx];
270 if (m_ptr->hold_o_idx == i1)
273 m_ptr->hold_o_idx = i2;
282 /* Acquire location */
290 if (c_ptr->o_idx == i1)
299 o_list[i2] = o_list[i1];
307 * Compact and Reorder the object list
309 * This function can be very dangerous, use with caution!
311 * When actually "compacting" objects, we base the saving throw on a
312 * combination of object level, distance from player, and current
315 * After "compacting" (if needed), we "reorder" the objects into a more
316 * compact order, and we reset the allocation info, and the "live" array.
318 void compact_objects(int size)
320 int i, y, x, num, cnt;
321 int cur_lev, cur_dis, chance;
330 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
332 msg_print("Compacting objects...");
337 p_ptr->redraw |= (PR_MAP);
340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
344 /* Compact at least 'size' objects */
345 for (num = 0, cnt = 1; num < size; cnt++)
347 /* Get more vicious each iteration */
350 /* Get closer each iteration */
351 cur_dis = 5 * (20 - cnt);
353 /* Examine the objects */
354 for (i = 1; i < o_max; i++)
358 /* Skip dead objects */
359 if (!o_ptr->k_idx) continue;
361 /* Hack -- High level objects start out "immune" */
362 if (get_object_level(o_ptr) > cur_lev) continue;
365 if (o_ptr->held_m_idx)
369 /* Acquire monster */
370 m_ptr = &m_list[o_ptr->held_m_idx];
372 /* Get the location */
376 /* Monsters protect their objects */
377 if (randint0(100) < 90) continue;
383 /* Get the location */
388 /* Nearby objects start out "immune" */
389 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
394 /* Hack -- only compact artifacts in emergencies */
395 if ((artifact_p(o_ptr) || o_ptr->art_name) &&
396 (cnt < 1000)) chance = 100;
398 /* Apply the saving throw */
399 if (randint0(100) < chance) continue;
401 /* Delete the object */
402 delete_object_idx(i);
410 /* Excise dead objects (backwards!) */
411 for (i = o_max - 1; i >= 1; i--)
415 /* Skip real objects */
416 if (o_ptr->k_idx) continue;
418 /* Move last object into open hole */
419 compact_objects_aux(o_max - 1, i);
421 /* Compress "o_max" */
428 * Delete all the items when player leaves the level
430 * Note -- we do NOT visually reflect these (irrelevant) changes
432 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433 * and the "m_ptr->next_o_idx" field for every monster, since
434 * we know we are clearing every object. Technically, we only
435 * clear those fields for grids/monsters containing objects,
436 * and we clear it once for every such object.
438 void wipe_o_list(void)
442 /* Delete the existing objects */
443 for (i = 1; i < o_max; i++)
445 object_type *o_ptr = &o_list[i];
447 /* Skip dead objects */
448 if (!o_ptr->k_idx) continue;
450 /* Mega-Hack -- preserve artifacts */
451 if (!character_dungeon || preserve_mode)
453 /* Hack -- Preserve unknown artifacts */
454 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
456 /* Mega-Hack -- Preserve the artifact */
457 a_info[o_ptr->name1].cur_num = 0;
462 if (o_ptr->held_m_idx)
467 m_ptr = &m_list[o_ptr->held_m_idx];
469 /* Hack -- see above */
470 m_ptr->hold_o_idx = 0;
478 /* Access location */
485 /* Hack -- see above */
489 /* Wipe the object */
502 * Acquires and returns the index of a "free" object.
504 * This routine should almost never fail, but in case it does,
505 * we must be sure to handle "failure" of this routine.
512 /* Initial allocation */
513 if (o_max < max_o_idx)
518 /* Expand object array */
524 /* Use this object */
529 /* Recycle dead objects */
530 for (i = 1; i < o_max; i++)
537 /* Skip live objects */
538 if (o_ptr->k_idx) continue;
543 /* Use this object */
548 /* Warn the player (except during dungeon creation) */
550 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
552 if (character_dungeon) msg_print("Too many objects!");
562 * Apply a "object restriction function" to the "object allocation table"
564 errr get_obj_num_prep(void)
569 alloc_entry *table = alloc_kind_table;
571 /* Scan the allocation table */
572 for (i = 0; i < alloc_kind_size; i++)
574 /* Accept objects which pass the restriction, if any */
575 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
577 /* Accept this object */
578 table[i].prob2 = table[i].prob1;
581 /* Do not use this object */
584 /* Decline this object */
595 * Choose an object kind that seems "appropriate" to the given level
597 * This function uses the "prob2" field of the "object allocation table",
598 * and various local information, to calculate the "prob3" field of the
599 * same table, which is then used to choose an "appropriate" object, in
600 * a relatively efficient manner.
602 * It is (slightly) more likely to acquire an object of the given level
603 * than one of a lower level. This is done by choosing several objects
604 * appropriate to the given level and keeping the "hardest" one.
606 * Note that if no objects are "appropriate", then this function will
607 * fail, and return zero, but this should *almost* never happen.
609 s16b get_obj_num(int level)
615 alloc_entry *table = alloc_kind_table;
617 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
620 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
622 /* Occasional "boost" */
623 if (one_in_(GREAT_OBJ))
625 /* What a bizarre calculation */
626 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
633 /* Process probabilities */
634 for (i = 0; i < alloc_kind_size; i++)
636 /* Objects are sorted by depth */
637 if (table[i].level > level) break;
642 /* Access the index */
643 k_idx = table[i].index;
645 /* Access the actual kind */
646 k_ptr = &k_info[k_idx];
648 /* Hack -- prevent embedded chests */
649 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
652 table[i].prob3 = table[i].prob2;
655 total += table[i].prob3;
658 /* No legal objects */
659 if (total <= 0) return (0);
663 value = randint0(total);
665 /* Find the object */
666 for (i = 0; i < alloc_kind_size; i++)
668 /* Found the entry */
669 if (value < table[i].prob3) break;
672 value = value - table[i].prob3;
679 /* Try for a "better" object once (50%) or twice (10%) */
686 value = randint0(total);
688 /* Find the object */
689 for (i = 0; i < alloc_kind_size; i++)
691 /* Found the entry */
692 if (value < table[i].prob3) break;
695 value = value - table[i].prob3;
698 /* Keep the "best" one */
699 if (table[i].level < table[j].level) i = j;
702 /* Try for a "better" object twice (10%) */
709 value = randint0(total);
711 /* Find the object */
712 for (i = 0; i < alloc_kind_size; i++)
714 /* Found the entry */
715 if (value < table[i].prob3) break;
718 value = value - table[i].prob3;
721 /* Keep the "best" one */
722 if (table[i].level < table[j].level) i = j;
727 return (table[i].index);
732 * Known is true when the "attributes" of an object are "known".
733 * These include tohit, todam, toac, cost, and pval (charges).
735 * Note that "knowing" an object gives you everything that an "awareness"
736 * gives you, and much more. In fact, the player is always "aware" of any
737 * item of which he has full "knowledge".
739 * But having full knowledge of, say, one "wand of wonder", does not, by
740 * itself, give you knowledge, or even awareness, of other "wands of wonder".
741 * It happens that most "identify" routines (including "buying from a shop")
742 * will make the player "aware" of the object as well as fully "know" it.
744 * This routine also removes any inscriptions generated by "feelings".
746 void object_known(object_type *o_ptr)
748 /* Remove "default inscriptions" */
749 o_ptr->feeling = FEEL_NONE;
751 /* Clear the "Felt" info */
752 o_ptr->ident &= ~(IDENT_SENSE);
754 /* Clear the "Empty" info */
755 o_ptr->ident &= ~(IDENT_EMPTY);
757 /* Now we know about the item */
758 o_ptr->ident |= (IDENT_KNOWN);
763 * The player is now aware of the effects of the given object.
765 void object_aware(object_type *o_ptr)
767 bool mihanmei = !object_aware_p(o_ptr);
769 #ifndef SCRIPT_OBJ_KIND
770 /* Fully aware of the effects */
771 k_info[o_ptr->k_idx].aware = TRUE;
772 #else /* SCRIPT_OBJ_KIND */
773 /* Fully aware of the effects */
775 #endif /* SCRIPT_OBJ_KIND */
777 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
778 !death && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
782 char o_name[MAX_NLEN];
785 object_copy(q_ptr, o_ptr);
788 object_desc(o_name, q_ptr, TRUE, 0);
790 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
796 * Something has been "sampled"
798 void object_tried(object_type *o_ptr)
800 #ifndef SCRIPT_OBJ_KIND
801 /* Mark it as tried (even if "aware") */
802 k_info[o_ptr->k_idx].tried = TRUE;
803 #else /* SCRIPT_OBJ_KIND */
805 #endif /* SCRIPT_OBJ_KIND */
810 * Return the "value" of an "unknown" item
811 * Make a guess at the value of non-aware items
813 static s32b object_value_base(object_type *o_ptr)
815 /* Aware item -- use template cost */
816 if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
818 /* Analyze the type */
823 case TV_FOOD: return (5L);
825 /* Un-aware Potions */
826 case TV_POTION: return (20L);
828 /* Un-aware Scrolls */
829 case TV_SCROLL: return (20L);
831 /* Un-aware Staffs */
832 case TV_STAFF: return (70L);
835 case TV_WAND: return (50L);
838 case TV_ROD: return (90L);
841 case TV_RING: return (45L);
843 /* Un-aware Amulets */
844 case TV_AMULET: return (45L);
846 /* Figurines, relative to monster level */
849 int level = r_info[o_ptr->pval].level;
850 if (level < 20) return level*50L;
851 else if (level < 30) return 1000+(level-20)*150L;
852 else if (level < 40) return 2500+(level-30)*350L;
853 else if (level < 50) return 6000+(level-40)*800L;
854 else return 14000+(level-50)*2000L;
859 if (!o_ptr->pval) return 1000L;
860 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
863 /* Paranoia -- Oops */
868 /* Return the value of the flags the object has... */
869 s32b flag_cost(object_type * o_ptr, int plusses)
876 object_flags(o_ptr, &f1, &f2, &f3);
880 artifact_type *a_ptr = &a_info[o_ptr->name1];
882 f1 &= ~(a_ptr->flags1);
883 f2 &= ~(a_ptr->flags2);
884 f3 &= ~(a_ptr->flags3);
890 ego_item_type *e_ptr = &e_info[o_ptr->name2];
892 f1 &= ~(e_ptr->flags1);
893 f2 &= ~(e_ptr->flags2);
894 f3 &= ~(e_ptr->flags3);
895 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
897 object_kind *k_ptr = &k_info[o_ptr->k_idx];
899 f1 &= ~(k_ptr->flags1);
900 f2 &= ~(k_ptr->flags2);
901 f3 &= ~(k_ptr->flags3);
904 else if (o_ptr->art_name)
910 if (f1 & TR1_STR) total += (1500 * plusses);
911 if (f1 & TR1_INT) total += (1500 * plusses);
912 if (f1 & TR1_WIS) total += (1500 * plusses);
913 if (f1 & TR1_DEX) total += (1500 * plusses);
914 if (f1 & TR1_CON) total += (1500 * plusses);
915 if (f1 & TR1_CHR) total += (750 * plusses);
916 if (f1 & TR1_MAGIC_MASTERY) total += (600 * plusses);
917 if (f1 & TR1_STEALTH) total += (250 * plusses);
918 if (f1 & TR1_SEARCH) total += (100 * plusses);
919 if (f1 & TR1_INFRA) total += (150 * plusses);
920 if (f1 & TR1_TUNNEL) total += (175 * plusses);
921 if ((f1 & TR1_SPEED) && (plusses > 0))
922 total += (10000 + (2500 * plusses));
923 if ((f1 & TR1_BLOWS) && (plusses > 0))
924 total += (10000 + (2500 * plusses));
925 if (f3 & TR3_DEC_MANA) total += 10000;
929 if (f1 & TR1_CHAOTIC) {total += 5000;count++;}
930 if (f1 & TR1_VAMPIRIC) {total += 6500;count++;}
931 if (f1 & TR1_FORCE_WEAPON) {tmp_cost += 2500;count++;}
932 if (f1 & TR1_SLAY_ANIMAL) {tmp_cost += 1800;count++;}
933 if (f1 & TR1_SLAY_EVIL) {tmp_cost += 2300;count++;}
934 if (f1 & TR1_SLAY_UNDEAD) {tmp_cost += 1800;count++;}
935 if (f1 & TR1_SLAY_DEMON) {tmp_cost += 1800;count++;}
936 if (f1 & TR1_SLAY_ORC) {tmp_cost += 1500;count++;}
937 if (f1 & TR1_SLAY_TROLL) {tmp_cost += 1800;count++;}
938 if (f1 & TR1_SLAY_GIANT) {tmp_cost += 1800;count++;}
939 if (f1 & TR1_KILL_DRAGON) {tmp_cost += 2800;count++;}
940 else if (f1 & TR1_SLAY_DRAGON) {tmp_cost += 1800;count++;}
942 if (f1 & TR1_VORPAL) {tmp_cost += 2500;count++;}
943 if (f1 & TR1_IMPACT) {tmp_cost += 2500;count++;}
944 if (f1 & TR1_BRAND_POIS) {tmp_cost += 3800;count++;}
945 if (f1 & TR1_BRAND_ACID) {tmp_cost += 3800;count++;}
946 if (f1 & TR1_BRAND_ELEC) {tmp_cost += 3800;count++;}
947 if (f1 & TR1_BRAND_FIRE) {tmp_cost += 2500;count++;}
948 if (f1 & TR1_BRAND_COLD) {tmp_cost += 2500;count++;}
949 total += (tmp_cost * count);
951 if (f2 & TR2_SUST_STR) total += 850;
952 if (f2 & TR2_SUST_INT) total += 850;
953 if (f2 & TR2_SUST_WIS) total += 850;
954 if (f2 & TR2_SUST_DEX) total += 850;
955 if (f2 & TR2_SUST_CON) total += 850;
956 if (f2 & TR2_SUST_CHR) total += 250;
957 if (f2 & TR2_RIDING) total += 0;
958 if (f2 & TR2_XXX2) total += 0;
959 if (f2 & TR2_THROW) total += 5000;
960 if (f2 & TR2_FREE_ACT) total += 4500;
961 if (f2 & TR2_HOLD_LIFE) total += 8500;
965 if (f2 & TR2_IM_ACID) {tmp_cost += 15000;count += 2;}
966 if (f2 & TR2_IM_ELEC) {tmp_cost += 15000;count += 2;}
967 if (f2 & TR2_IM_FIRE) {tmp_cost += 15000;count += 2;}
968 if (f2 & TR2_IM_COLD) {tmp_cost += 15000;count += 2;}
969 if (f2 & TR2_REFLECT) {tmp_cost += 5000;count += 2;}
970 if (f2 & TR2_RES_ACID) {tmp_cost += 500;count++;}
971 if (f2 & TR2_RES_ELEC) {tmp_cost += 500;count++;}
972 if (f2 & TR2_RES_FIRE) {tmp_cost += 500;count++;}
973 if (f2 & TR2_RES_COLD) {tmp_cost += 500;count++;}
974 if (f2 & TR2_RES_POIS) {tmp_cost += 1000;count += 2;}
975 if (f2 & TR2_RES_FEAR) {tmp_cost += 1000;count += 2;}
976 if (f2 & TR2_RES_LITE) {tmp_cost += 800;count += 2;}
977 if (f2 & TR2_RES_DARK) {tmp_cost += 800;count += 2;}
978 if (f2 & TR2_RES_BLIND) {tmp_cost += 900;count += 2;}
979 if (f2 & TR2_RES_CONF) {tmp_cost += 900;count += 2;}
980 if (f2 & TR2_RES_SOUND) {tmp_cost += 900;count += 2;}
981 if (f2 & TR2_RES_SHARDS) {tmp_cost += 900;count += 2;}
982 if (f2 & TR2_RES_NETHER) {tmp_cost += 900;count += 2;}
983 if (f2 & TR2_RES_NEXUS) {tmp_cost += 900;count += 2;}
984 if (f2 & TR2_RES_CHAOS) {tmp_cost += 1000;count += 2;}
985 if (f2 & TR2_RES_DISEN) {tmp_cost += 2000;count += 2;}
986 total += (tmp_cost * count);
988 if (f3 & TR3_SH_FIRE) total += 5000;
989 if (f3 & TR3_SH_ELEC) total += 5000;
990 if (f3 & TR3_SH_COLD) total += 5000;
991 if (f3 & TR3_NO_TELE) total -= 10000;
992 if (f3 & TR3_NO_MAGIC) total += 2500;
993 if (f3 & TR3_TY_CURSE) total -= 15000;
994 if (f3 & TR3_HIDE_TYPE) total += 0;
995 if (f3 & TR3_SHOW_MODS) total += 0;
996 if (f3 & TR3_FEATHER) total += 1250;
997 if (f3 & TR3_LITE) total += 1250;
998 if (f3 & TR3_SEE_INVIS) total += 2000;
999 if (f3 & TR3_TELEPATHY) total += 20000;
1000 if (f3 & TR3_SLOW_DIGEST) total += 750;
1001 if (f3 & TR3_REGEN) total += 2500;
1002 if (f3 & TR3_WARNING) total += 2000;
1003 if (f3 & TR3_XTRA_MIGHT) total += 2250;
1004 if (f3 & TR3_XTRA_SHOTS) total += 10000;
1005 if (f3 & TR3_IGNORE_ACID) total += 100;
1006 if (f3 & TR3_IGNORE_ELEC) total += 100;
1007 if (f3 & TR3_IGNORE_FIRE) total += 100;
1008 if (f3 & TR3_IGNORE_COLD) total += 100;
1009 if (f3 & TR3_ACTIVATE) total += 100;
1010 if (f3 & TR3_DRAIN_EXP) total -= 12500;
1011 if (f3 & TR3_TELEPORT)
1013 if (o_ptr->ident & IDENT_CURSED)
1018 if (f3 & TR3_AGGRAVATE) total -= 10000;
1019 if (f3 & TR3_BLESSED) total += 750;
1020 if (f3 & TR3_CURSED) total -= 5000;
1021 if (f3 & TR3_HEAVY_CURSE) total -= 12500;
1022 if (f3 & TR3_PERMA_CURSE) total -= 15000;
1024 /* Also, give some extra for activatable powers... */
1025 if (o_ptr->art_name && (o_ptr->art_flags3 & TR3_ACTIVATE))
1027 int type = o_ptr->xtra2;
1029 if (type == ACT_SUNLIGHT) total += 250;
1030 else if (type == ACT_BO_MISS_1) total += 250;
1031 else if (type == ACT_BA_POIS_1) total += 300;
1032 else if (type == ACT_BO_ELEC_1) total += 250;
1033 else if (type == ACT_BO_ACID_1) total += 250;
1034 else if (type == ACT_BO_COLD_1) total += 250;
1035 else if (type == ACT_BO_FIRE_1) total += 250;
1036 else if (type == ACT_BA_COLD_1) total += 750;
1037 else if (type == ACT_BA_FIRE_1) total += 1000;
1038 else if (type == ACT_DRAIN_1) total += 500;
1039 else if (type == ACT_BA_COLD_2) total += 1250;
1040 else if (type == ACT_BA_ELEC_2) total += 1500;
1041 else if (type == ACT_DRAIN_2) total += 750;
1042 else if (type == ACT_VAMPIRE_1) total = 1000;
1043 else if (type == ACT_BO_MISS_2) total += 1000;
1044 else if (type == ACT_BA_FIRE_2) total += 1750;
1045 else if (type == ACT_BA_COLD_3) total += 2500;
1046 else if (type == ACT_BA_ELEC_3) total += 2500;
1047 else if (type == ACT_WHIRLWIND) total += 7500;
1048 else if (type == ACT_VAMPIRE_2) total += 2500;
1049 else if (type == ACT_CALL_CHAOS) total += 5000;
1050 else if (type == ACT_ROCKET) total += 5000;
1051 else if (type == ACT_DISP_EVIL) total += 4000;
1052 else if (type == ACT_DISP_GOOD) total += 3500;
1053 else if (type == ACT_BA_MISS_3) total += 5000;
1054 else if (type == ACT_CONFUSE) total += 500;
1055 else if (type == ACT_SLEEP) total += 750;
1056 else if (type == ACT_QUAKE) total += 600;
1057 else if (type == ACT_TERROR) total += 2500;
1058 else if (type == ACT_TELE_AWAY) total += 2000;
1059 else if (type == ACT_GENOCIDE) total += 10000;
1060 else if (type == ACT_MASS_GENO) total += 10000;
1061 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1062 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1063 else if (type == ACT_CHARM_OTHER) total += 10000;
1064 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1065 else if (type == ACT_CHARM_OTHERS) total += 17500;
1066 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1067 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1068 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1069 else if (type == ACT_SUMMON_DEMON) total += 20000;
1070 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1071 else if (type == ACT_CURE_LW) total += 500;
1072 else if (type == ACT_CURE_MW) total += 750;
1073 else if (type == ACT_REST_LIFE) total += 7500;
1074 else if (type == ACT_REST_ALL) total += 15000;
1075 else if (type == ACT_CURE_700) total += 10000;
1076 else if (type == ACT_CURE_1000) total += 15000;
1077 else if (type == ACT_ESP) total += 1500;
1078 else if (type == ACT_BERSERK) total += 800;
1079 else if (type == ACT_PROT_EVIL) total += 5000;
1080 else if (type == ACT_RESIST_ALL) total += 5000;
1081 else if (type == ACT_SPEED) total += 15000;
1082 else if (type == ACT_XTRA_SPEED) total += 25000;
1083 else if (type == ACT_WRAITH) total += 25000;
1084 else if (type == ACT_INVULN) total += 25000;
1085 else if (type == ACT_LIGHT) total += 150;
1086 else if (type == ACT_MAP_LIGHT) total += 500;
1087 else if (type == ACT_DETECT_ALL) total += 1000;
1088 else if (type == ACT_DETECT_XTRA) total += 12500;
1089 else if (type == ACT_ID_FULL) total += 10000;
1090 else if (type == ACT_ID_PLAIN) total += 1250;
1091 else if (type == ACT_RUNE_EXPLO) total += 4000;
1092 else if (type == ACT_RUNE_PROT) total += 10000;
1093 else if (type == ACT_SATIATE) total += 2000;
1094 else if (type == ACT_DEST_DOOR) total += 100;
1095 else if (type == ACT_STONE_MUD) total += 1000;
1096 else if (type == ACT_RECHARGE) total += 1000;
1097 else if (type == ACT_ALCHEMY) total += 10000;
1098 else if (type == ACT_DIM_DOOR) total += 10000;
1099 else if (type == ACT_TELEPORT) total += 2000;
1100 else if (type == ACT_RECALL) total += 7500;
1108 * Return the "real" price of a "known" item, not including discounts
1110 * Wand and staffs get cost for each charge
1112 * Armor is worth an extra 100 gold per bonus point to armor class.
1114 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1116 * Missiles are only worth 5 gold per bonus point, since they
1117 * usually appear in groups of 20, and we want the player to get
1118 * the same amount of cash for any "equivalent" item. Note that
1119 * missiles never have any of the "pval" flags, and in fact, they
1120 * only have a few of the available flags, primarily of the "slay"
1121 * and "brand" and "ignore" variety.
1123 * Armor with a negative armor bonus is worthless.
1124 * Weapons with negative hit+damage bonuses are worthless.
1126 * Every wearable item with a "pval" bonus is worth extra (see below).
1128 s32b object_value_real(object_type *o_ptr)
1134 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1137 /* Hack -- "worthless" items */
1138 if (!get_object_cost(o_ptr)) return (0L);
1141 value = get_object_cost(o_ptr);
1143 /* Extract some flags */
1144 object_flags(o_ptr, &f1, &f2, &f3);
1149 artifact_type *a_ptr = &a_info[o_ptr->name1];
1151 /* Hack -- "worthless" artifacts */
1152 if (!a_ptr->cost) return (0L);
1154 /* Hack -- Use the artifact cost instead */
1155 value = a_ptr->cost;
1156 value += flag_cost(o_ptr, o_ptr->pval);
1161 else if (o_ptr->name2)
1163 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1165 /* Hack -- "worthless" ego-items */
1166 if (!e_ptr->cost) return (0L);
1168 /* Hack -- Reward the ego-item with a bonus */
1169 value += e_ptr->cost;
1170 value += flag_cost(o_ptr, o_ptr->pval);
1173 else if (o_ptr->art_flags1 || o_ptr->art_flags2 || o_ptr->art_flags3)
1175 value += flag_cost(o_ptr, o_ptr->pval);
1179 /* Analyze pval bonus */
1180 switch (o_ptr->tval)
1203 /* Hack -- Negative "pval" is always bad */
1204 if (o_ptr->pval < 0) return (0L);
1207 if (!o_ptr->pval) break;
1209 /* Give credit for stat bonuses */
1210 if (f1 & (TR1_STR)) value += (o_ptr->pval * 200L);
1211 if (f1 & (TR1_INT)) value += (o_ptr->pval * 200L);
1212 if (f1 & (TR1_WIS)) value += (o_ptr->pval * 200L);
1213 if (f1 & (TR1_DEX)) value += (o_ptr->pval * 200L);
1214 if (f1 & (TR1_CON)) value += (o_ptr->pval * 200L);
1215 if (f1 & (TR1_CHR)) value += (o_ptr->pval * 200L);
1217 /* Give credit for stealth and searching */
1218 if (f1 & (TR1_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
1219 if (f1 & (TR1_STEALTH)) value += (o_ptr->pval * 100L);
1220 if (f1 & (TR1_SEARCH)) value += (o_ptr->pval * 100L);
1222 /* Give credit for infra-vision and tunneling */
1223 if (f1 & (TR1_INFRA)) value += (o_ptr->pval * 50L);
1224 if (f1 & (TR1_TUNNEL)) value += (o_ptr->pval * 50L);
1226 /* Give credit for extra attacks */
1227 if (f1 & (TR1_BLOWS)) value += (o_ptr->pval * 5000L);
1229 /* Give credit for speed bonus */
1230 if (f1 & (TR1_SPEED)) value += (o_ptr->pval * 10000L);
1237 /* Analyze the item */
1238 switch (o_ptr->tval)
1243 /* Pay extra for charges, depending on standard number of
1244 * charges. Handle new-style wands correctly. -LM-
1246 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1253 /* Pay extra for charges, depending on standard number of
1256 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1266 /* Hack -- negative bonuses are bad */
1267 if (o_ptr->to_a < 0) return (0L);
1268 if (o_ptr->to_h < 0) return (0L);
1269 if (o_ptr->to_d < 0) return (0L);
1271 /* Give credit for bonuses */
1272 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1289 /* Hack -- negative armor bonus */
1290 if (o_ptr->to_a < 0) return (0L);
1292 /* Give credit for bonuses */
1293 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1306 /* Hack -- negative hit/damage bonuses */
1307 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1309 /* Factor in the bonuses */
1310 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1312 /* Hack -- Factor in extra damage dice */
1313 if ((o_ptr->dd > k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
1315 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 100L;
1327 /* Hack -- negative hit/damage bonuses */
1328 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1330 /* Factor in the bonuses */
1331 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1333 /* Hack -- Factor in extra damage dice */
1334 if ((o_ptr->dd > k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
1336 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1343 /* Figurines, relative to monster level */
1346 int level = r_info[o_ptr->pval].level;
1347 if (level < 20) value = level*50L;
1348 else if (level < 30) value = 1000+(level-20)*150L;
1349 else if (level < 40) value = 2500+(level-30)*350L;
1350 else if (level < 50) value = 6000+(level-40)*800L;
1351 else value = 14000+(level-50)*2000L;
1357 if (!o_ptr->pval) value = 1000L;
1358 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1364 if (!o_ptr->pval) value = 0L;
1369 /* Return the value */
1375 * Return the price of an item including plusses (and charges)
1377 * This function returns the "value" of the given item (qty one)
1379 * Never notice "unknown" bonuses or properties, including "curses",
1380 * since that would give the player information he did not have.
1382 * Note that discounted items stay discounted forever, even if
1383 * the discount is "forgotten" by the player via memory loss.
1385 s32b object_value(object_type *o_ptr)
1390 /* Unknown items -- acquire a base value */
1391 if (object_known_p(o_ptr))
1393 /* Broken items -- worthless */
1394 if (broken_p(o_ptr)) return (0L);
1396 /* Cursed items -- worthless */
1397 if (cursed_p(o_ptr)) return (0L);
1399 /* Real value (see above) */
1400 value = object_value_real(o_ptr);
1403 /* Known items -- acquire the actual value */
1406 /* Hack -- Felt broken items */
1407 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1409 /* Hack -- Felt cursed items */
1410 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1412 /* Base value (see above) */
1413 value = object_value_base(o_ptr);
1417 /* Apply discount (if any) */
1418 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1421 /* Return the final value */
1427 * Distribute charges of rods or wands.
1429 * o_ptr = source item
1430 * q_ptr = target item, must be of the same type as o_ptr
1431 * amt = number of items that are transfered
1433 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1436 * Hack -- If rods or wands are dropped, the total maximum timeout or
1437 * charges need to be allocated between the two stacks. If all the items
1438 * are being dropped, it makes for a neater message to leave the original
1439 * stack's pval alone. -LM-
1441 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1443 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1444 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1446 /* Hack -- Rods also need to have their timeouts distributed. The
1447 * dropped stack will accept all time remaining to charge up to its
1450 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1452 if (q_ptr->pval > o_ptr->timeout)
1453 q_ptr->timeout = o_ptr->timeout;
1455 q_ptr->timeout = q_ptr->pval;
1457 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1462 void reduce_charges(object_type *o_ptr, int amt)
1465 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1466 * charges of the stack needs to be reduced, unless all the items are
1467 * being destroyed. -LM-
1469 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1470 (amt < o_ptr->number))
1472 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1478 * Determine if an item can "absorb" a second item
1480 * See "object_absorb()" for the actual "absorption" code.
1482 * If permitted, we allow staffs (if they are known to have equal charges
1483 * and both are either known or confirmed empty) and wands (if both are
1484 * either known or confirmed empty) and rods (in all cases) to combine.
1485 * Staffs will unstack (if necessary) when they are used, but wands and
1486 * rods will only unstack if one is dropped. -LM-
1488 * If permitted, we allow weapons/armor to stack, if fully "known".
1490 * Missiles will combine if both stacks have the same "known" status.
1491 * This is done to make unidentified stacks of missiles useful.
1493 * Food, potions, scrolls, and "easy know" items always stack.
1495 * Chests, and activatable items, never stack (for various reasons).
1499 * Determine if an item can partly absorb a second item.
1501 bool object_similar_part(object_type *o_ptr, object_type *j_ptr)
1503 /* Require identical object types */
1504 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1507 /* Analyze the items */
1508 switch (o_ptr->tval)
1510 /* Chests and Statues*/
1521 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return (0);
1522 if (o_ptr->pval != j_ptr->pval) return (0);
1526 /* Figurines and Corpses*/
1531 if (o_ptr->pval != j_ptr->pval) return (0);
1537 /* Food and Potions and Scrolls */
1549 /* Require either knowledge or known empty for both staffs. */
1550 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1551 !object_known_p(o_ptr)) ||
1552 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1553 !object_known_p(j_ptr))) return(0);
1555 /* Require identical charges, since staffs are bulky. */
1556 if (o_ptr->pval != j_ptr->pval) return (0);
1565 /* Require either knowledge or known empty for both wands. */
1566 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1567 !object_known_p(o_ptr)) ||
1568 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1569 !object_known_p(j_ptr))) return(0);
1571 /* Wand charges combine in O&ZAngband. */
1577 /* Staffs and Wands and Rods */
1584 /* Weapons and Armor */
1600 /* Require permission */
1601 if (!stack_allow_items) return (0);
1606 /* Rings, Amulets, Lites */
1611 /* Require full knowledge of both items */
1612 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
1622 /* Require identical knowledge of both items */
1623 if (object_known_p(o_ptr) != object_known_p(j_ptr)) return (0);
1625 /* Require identical "bonuses" */
1626 if (o_ptr->to_h != j_ptr->to_h) return (FALSE);
1627 if (o_ptr->to_d != j_ptr->to_d) return (FALSE);
1628 if (o_ptr->to_a != j_ptr->to_a) return (FALSE);
1630 /* Require identical "pval" code */
1631 if (o_ptr->pval != j_ptr->pval) return (FALSE);
1633 /* Require identical "artifact" names */
1634 if (o_ptr->name1 != j_ptr->name1) return (FALSE);
1636 /* Random artifacts never stack */
1637 if (o_ptr->art_name || j_ptr->art_name) return (FALSE);
1639 /* Require identical "ego-item" names */
1640 if (o_ptr->name2 != j_ptr->name2) return (FALSE);
1642 /* Require identical added essence */
1643 if (o_ptr->xtra3 != j_ptr->xtra3) return (FALSE);
1644 if (o_ptr->xtra4 != j_ptr->xtra4) return (FALSE);
1646 /* Hack -- Never stack "powerful" items */
1647 if (o_ptr->xtra1 || j_ptr->xtra1) return (FALSE);
1649 /* Hack -- Never stack recharging items */
1650 if (o_ptr->timeout || j_ptr->timeout) return (FALSE);
1652 /* Require identical "values" */
1653 if (o_ptr->ac != j_ptr->ac) return (FALSE);
1654 if (o_ptr->dd != j_ptr->dd) return (FALSE);
1655 if (o_ptr->ds != j_ptr->ds) return (FALSE);
1664 /* Require knowledge */
1665 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
1673 /* Hack -- Identical art_flags! */
1674 if ((o_ptr->art_flags1 != j_ptr->art_flags1) ||
1675 (o_ptr->art_flags2 != j_ptr->art_flags2) ||
1676 (o_ptr->art_flags3 != j_ptr->art_flags3))
1679 /* Hack -- Require identical "cursed" status */
1680 if ((o_ptr->ident & (IDENT_CURSED)) != (j_ptr->ident & (IDENT_CURSED))) return (0);
1682 /* Hack -- Require identical "broken" status */
1683 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return (0);
1686 /* Hack -- require semi-matching "inscriptions" */
1687 if (o_ptr->inscription && j_ptr->inscription &&
1688 (o_ptr->inscription != j_ptr->inscription))
1691 /* Hack -- normally require matching "inscriptions" */
1692 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return (0);
1694 /* Hack -- normally require matching "discounts" */
1695 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return (0);
1698 /* They match, so they must be similar */
1703 * Determine if an item can absorb a second item.
1705 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1707 int total = o_ptr->number + j_ptr->number;
1709 if (!object_similar_part(o_ptr, j_ptr))
1712 /* Maximal "stacking" limit */
1713 if (total >= MAX_STACK_SIZE) return (0);
1716 /* They match, so they must be similar */
1723 * Allow one item to "absorb" another, assuming they are similar
1725 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1727 int total = o_ptr->number + j_ptr->number;
1729 /* Add together the item counts */
1730 o_ptr->number = ((total < MAX_STACK_SIZE) ? total : (MAX_STACK_SIZE - 1));
1732 /* Hack -- blend "known" status */
1733 if (object_known_p(j_ptr)) object_known(o_ptr);
1735 /* Hack -- clear "storebought" if only one has it */
1736 if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1737 (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1739 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1740 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1743 /* Hack -- blend "mental" status */
1744 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1746 /* Hack -- blend "inscriptions" */
1747 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1749 /* Hack -- blend "feelings" */
1750 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1752 /* Hack -- could average discounts XXX XXX XXX */
1753 /* Hack -- save largest discount XXX XXX XXX */
1754 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1756 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1757 if (o_ptr->tval == TV_ROD)
1759 o_ptr->pval += j_ptr->pval;
1760 o_ptr->timeout += j_ptr->timeout;
1763 /* Hack -- if wands are stacking, combine the charges. -LM- */
1764 if (o_ptr->tval == TV_WAND)
1766 o_ptr->pval += j_ptr->pval;
1772 * Find the index of the object_kind with the given tval and sval
1774 s16b lookup_kind(int tval, int sval)
1781 for (k = 1; k < max_k_idx; k++)
1783 object_kind *k_ptr = &k_info[k];
1785 /* Require correct tval */
1786 if (k_ptr->tval != tval) continue;
1789 if (k_ptr->sval == sval) return (k);
1791 /* Ignore illegal items */
1792 if (sval != SV_ANY) continue;
1794 /* Apply the randomizer */
1795 if (!one_in_(++num)) continue;
1797 /* Use this value */
1801 /* Return this choice */
1810 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1812 msg_format("No object (%d,%d)", tval, sval);
1823 * Wipe an object clean.
1825 void object_wipe(object_type *o_ptr)
1827 /* Wipe the structure */
1828 (void)WIPE(o_ptr, object_type);
1833 * Prepare an object based on an existing object
1835 void object_copy(object_type *o_ptr, object_type *j_ptr)
1837 /* Copy the structure */
1838 COPY(o_ptr, j_ptr, object_type);
1843 * Prepare an object based on an object kind.
1845 void object_prep(object_type *o_ptr, int k_idx)
1847 object_kind *k_ptr = &k_info[k_idx];
1849 /* Clear the record */
1852 /* Save the kind index */
1853 o_ptr->k_idx = k_idx;
1855 /* Efficiency -- tval/sval */
1856 o_ptr->tval = k_ptr->tval;
1857 o_ptr->sval = k_ptr->sval;
1859 /* Default "pval" */
1860 o_ptr->pval = k_ptr->pval;
1862 /* Default number */
1865 /* Default weight */
1866 o_ptr->weight = k_ptr->weight;
1869 o_ptr->to_h = k_ptr->to_h;
1870 o_ptr->to_d = k_ptr->to_d;
1871 o_ptr->to_a = k_ptr->to_a;
1874 o_ptr->ac = k_ptr->ac;
1875 o_ptr->dd = k_ptr->dd;
1876 o_ptr->ds = k_ptr->ds;
1878 /* Hack -- worthless items are always "broken" */
1879 if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1881 /* Hack -- cursed items are always "cursed" */
1882 if (k_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
1887 * Help determine an "enchantment bonus" for an object.
1889 * To avoid floating point but still provide a smooth distribution of bonuses,
1890 * we simply round the results of division in such a way as to "average" the
1891 * correct floating point value.
1893 * This function has been changed. It uses "randnor()" to choose values from
1894 * a normal distribution, whose mean moves from zero towards the max as the
1895 * level increases, and whose standard deviation is equal to 1/4 of the max,
1896 * and whose values are forced to lie between zero and the max, inclusive.
1898 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1899 * rare to get the "full" enchantment on an object, even a deep levels.
1901 * It is always possible (albeit unlikely) to get the "full" enchantment.
1903 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1905 * N 0 1 2 3 4 5 6 7 8 9 10
1906 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1907 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1908 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1909 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1910 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1911 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1912 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1913 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1914 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1915 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1916 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1917 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1918 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1919 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1920 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1921 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1922 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1923 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1925 s16b m_bonus(int max, int level)
1927 int bonus, stand, extra, value;
1930 /* Paranoia -- enforce maximal "level" */
1931 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1934 /* The "bonus" moves towards the max */
1935 bonus = ((max * level) / MAX_DEPTH);
1937 /* Hack -- determine fraction of error */
1938 extra = ((max * level) % MAX_DEPTH);
1940 /* Hack -- simulate floating point computations */
1941 if (randint0(MAX_DEPTH) < extra) bonus++;
1944 /* The "stand" is equal to one quarter of the max */
1947 /* Hack -- determine fraction of error */
1950 /* Hack -- simulate floating point computations */
1951 if (randint0(4) < extra) stand++;
1954 /* Choose an "interesting" value */
1955 value = randnor(bonus, stand);
1957 /* Enforce the minimum value */
1958 if (value < 0) return (0);
1960 /* Enforce the maximum value */
1961 if (value > max) return (max);
1969 * Cheat -- describe a created object for the user
1971 static void object_mention(object_type *o_ptr)
1973 char o_name[MAX_NLEN];
1976 object_desc_store(o_name, o_ptr, FALSE, 0);
1979 if (artifact_p(o_ptr))
1983 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1985 msg_format("Artifact (%s)", o_name);
1990 /* Random Artifact */
1991 else if (o_ptr->art_name)
1994 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
1996 msg_print("Random artifact");
2002 else if (ego_item_p(o_ptr))
2006 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2008 msg_format("Ego-item (%s)", o_name);
2018 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2020 msg_format("Object (%s)", o_name);
2028 * Mega-Hack -- Attempt to create one of the "Special Objects"
2030 * We are only called from "make_object()", and we assume that
2031 * "apply_magic()" is called immediately after we return.
2033 * Note -- see "make_artifact()" and "apply_magic()"
2035 static bool make_artifact_special(object_type *o_ptr)
2041 /* No artifacts in the town */
2042 if (!dun_level) return (FALSE);
2045 if (get_obj_num_hook) return (FALSE);
2047 /* Check the artifact list (just the "specials") */
2048 for (i = 0; i < max_a_idx; i++)
2050 artifact_type *a_ptr = &a_info[i];
2052 /* Skip "empty" artifacts */
2053 if (!a_ptr->name) continue;
2055 /* Cannot make an artifact twice */
2056 if (a_ptr->cur_num) continue;
2058 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2059 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2061 /* XXX XXX Enforce minimum "depth" (loosely) */
2062 if (a_ptr->level > dun_level)
2064 /* Acquire the "out-of-depth factor" */
2065 int d = (a_ptr->level - dun_level) * 2;
2067 /* Roll for out-of-depth creation */
2068 if (!one_in_(d)) continue;
2071 /* Artifact "rarity roll" */
2072 if (!one_in_(a_ptr->rarity)) continue;
2074 /* Find the base object */
2075 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2077 /* XXX XXX Enforce minimum "object" level (loosely) */
2078 if (k_info[k_idx].level > object_level)
2080 /* Acquire the "out-of-depth factor" */
2081 int d = (k_info[k_idx].level - object_level) * 5;
2083 /* Roll for out-of-depth creation */
2084 if (!one_in_(d)) continue;
2087 /* Assign the template */
2088 object_prep(o_ptr, k_idx);
2090 /* Mega-Hack -- mark the item as an artifact */
2093 /* Hack: Some artifacts get random extra powers */
2094 random_artifact_resistance(o_ptr, a_ptr);
2106 * Attempt to change an object into an artifact
2108 * This routine should only be called by "apply_magic()"
2110 * Note -- see "make_artifact_special()" and "apply_magic()"
2112 static bool make_artifact(object_type *o_ptr)
2117 /* No artifacts in the town */
2118 if (!dun_level) return (FALSE);
2120 /* Paranoia -- no "plural" artifacts */
2121 if (o_ptr->number != 1) return (FALSE);
2123 /* Check the artifact list (skip the "specials") */
2124 for (i = 0; i < max_a_idx; i++)
2126 artifact_type *a_ptr = &a_info[i];
2128 /* Skip "empty" items */
2129 if (!a_ptr->name) continue;
2131 /* Cannot make an artifact twice */
2132 if (a_ptr->cur_num) continue;
2134 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2136 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2138 /* Must have the correct fields */
2139 if (a_ptr->tval != o_ptr->tval) continue;
2140 if (a_ptr->sval != o_ptr->sval) continue;
2142 /* XXX XXX Enforce minimum "depth" (loosely) */
2143 if (a_ptr->level > dun_level)
2145 /* Acquire the "out-of-depth factor" */
2146 int d = (a_ptr->level - dun_level) * 2;
2148 /* Roll for out-of-depth creation */
2149 if (!one_in_(d)) continue;
2152 /* We must make the "rarity roll" */
2153 if (!one_in_(a_ptr->rarity)) continue;
2155 /* Hack -- mark the item as an artifact */
2158 /* Hack: Some artifacts get random extra powers */
2159 random_artifact_resistance(o_ptr, a_ptr);
2171 * Choose random ego type
2173 static byte get_random_ego(byte slot, bool good, int level)
2176 ego_item_type *e_ptr;
2180 for (i = 1; i < max_e_idx; i++)
2184 if (e_ptr->slot == slot
2185 /* && level >= e_ptr->level */
2186 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2189 total += (255 / e_ptr->rarity);
2193 value = randint1(total);
2195 for (i = 1; i < max_e_idx; i++)
2199 if (e_ptr->slot == slot
2200 /* && level >= e_ptr->level */
2201 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2204 value -= (255 / e_ptr->rarity);
2205 if (value <= 0L) break;
2213 * Apply magic to an item known to be a "weapon"
2215 * Hack -- note special base damage dice boosting
2216 * Hack -- note special processing for weapon/digger
2217 * Hack -- note special rating boost for dragon scale mail
2219 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2221 int tohit1 = randint1(5) + m_bonus(5, level);
2222 int todam1 = randint1(5) + m_bonus(5, level);
2224 int tohit2 = m_bonus(10, level);
2225 int todam2 = m_bonus(10, level);
2227 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2229 tohit2 = (tohit2+1)/2;
2230 todam2 = (todam2+1)/2;
2237 o_ptr->to_h += tohit1;
2238 o_ptr->to_d += todam1;
2244 o_ptr->to_h += tohit2;
2245 o_ptr->to_d += todam2;
2253 o_ptr->to_h -= tohit1;
2254 o_ptr->to_d -= todam1;
2259 /* Penalize again */
2260 o_ptr->to_h -= tohit2;
2261 o_ptr->to_d -= todam2;
2264 /* Cursed (if "bad") */
2265 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->ident |= (IDENT_CURSED);
2268 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2271 switch (o_ptr->tval)
2279 create_artifact(o_ptr, FALSE);
2281 /* Special Ego-item */
2282 o_ptr->name2 = EGO_DIGGING;
2286 else if (power < -1)
2288 /* Hack -- Horrible digging bonus */
2289 o_ptr->pval = 0 - (5 + randint1(5));
2295 /* Hack -- Reverse digging bonus */
2296 o_ptr->pval = 0 - (o_ptr->pval);
2312 create_artifact(o_ptr, FALSE);
2317 /* Roll for an ego-item */
2318 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE, level);
2319 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2321 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2326 switch (o_ptr->name2)
2329 if (one_in_(4) && (level > 40))
2330 o_ptr->art_flags1 |= TR1_BLOWS;
2334 o_ptr->art_flags2 |= TR2_RES_POIS;
2336 case EGO_KILL_DRAGON:
2338 o_ptr->art_flags2 |= TR2_RES_POIS;
2342 o_ptr->art_flags2 |= TR2_RES_FEAR;
2344 case EGO_SLAYING_WEAPON:
2345 if (one_in_(3)) /* double damage */
2353 while (one_in_(o_ptr->dd));
2359 while (one_in_(o_ptr->ds));
2364 o_ptr->art_flags1 |= TR1_BRAND_POIS;
2366 if (o_ptr->tval == TV_SWORD && one_in_(3))
2368 o_ptr->art_flags1 |= TR1_VORPAL;
2373 o_ptr->art_flags1 |= TR1_SLAY_DEMON;
2379 o_ptr->art_flags2 |= TR2_HOLD_LIFE;
2381 o_ptr->art_flags1 |= TR1_DEX;
2383 o_ptr->art_flags2 |= TR2_RES_FEAR;
2386 o_ptr->pval = m_bonus(5, level) + 1;
2388 case EGO_EARTHQUAKES:
2389 if (one_in_(3) && (level > 60))
2390 o_ptr->art_flags1 |= TR1_BLOWS;
2392 o_ptr->pval = m_bonus(3, level);
2396 if (!o_ptr->art_name)
2398 /* Hack -- Super-charge the damage dice */
2399 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2401 /* Hack -- Lower the damage dice */
2402 if (o_ptr->dd > 9) o_ptr->dd = 9;
2407 else if (power < -1)
2409 /* Roll for ego-item */
2410 if (randint0(MAX_DEPTH) < level)
2412 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE, level);
2413 switch (o_ptr->name2)
2416 if (one_in_(6)) o_ptr->art_flags3 |= TR3_TY_CURSE;
2432 create_artifact(o_ptr, FALSE);
2435 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE, level);
2449 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE, level);
2451 switch (o_ptr->name2)
2453 case EGO_SLAYING_BOLT:
2458 /* Hack -- super-charge the damage dice */
2459 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2461 /* Hack -- restrict the damage dice */
2462 if (o_ptr->dd > 9) o_ptr->dd = 9;
2466 else if (power < -1)
2468 /* Roll for ego-item */
2469 if (randint0(MAX_DEPTH) < level)
2471 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE, level);
2481 static void dragon_resist(object_type * o_ptr)
2486 one_dragon_ele_resistance(o_ptr);
2488 one_high_resistance(o_ptr);
2495 * Apply magic to an item known to be "armor"
2497 * Hack -- note special processing for crown/helm
2498 * Hack -- note special processing for robe of permanence
2500 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2502 int toac1 = randint1(5) + m_bonus(5, level);
2504 int toac2 = m_bonus(10, level);
2510 o_ptr->to_a += toac1;
2516 o_ptr->to_a += toac2;
2524 o_ptr->to_a -= toac1;
2529 /* Penalize again */
2530 o_ptr->to_a -= toac2;
2533 /* Cursed (if "bad") */
2534 if (o_ptr->to_a < 0) o_ptr->ident |= (IDENT_CURSED);
2539 switch (o_ptr->tval)
2546 create_artifact(o_ptr, FALSE);
2548 /* Mention the item */
2549 if (cheat_peek) object_mention(o_ptr);
2560 /* Hack -- Try for "Robes of the Magi" */
2561 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2562 (o_ptr->sval == SV_ROBE) &&
2563 (randint0(100) < 15))
2567 o_ptr->name2 = EGO_YOIYAMI;
2568 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2569 o_ptr->sval = SV_YOIYAMI_ROBE;
2575 o_ptr->name2 = EGO_PERMANENCE;
2582 create_artifact(o_ptr, FALSE);
2588 bool okay_flag = TRUE;
2590 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE, level);
2592 switch (o_ptr->name2)
2594 case EGO_RESISTANCE:
2596 o_ptr->art_flags2 |= TR2_RES_POIS;
2601 if (o_ptr->tval != TV_HARD_ARMOR)
2608 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2609 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2611 o_ptr->art_flags1 |= TR1_CON;
2627 if (o_ptr->sval == SV_DRAGON_SHIELD)
2632 /* Mention the item */
2633 if (cheat_peek) object_mention(o_ptr);
2634 dragon_resist(o_ptr);
2635 if (!one_in_(3)) break;
2643 create_artifact(o_ptr, FALSE);
2646 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE, level);
2648 switch (o_ptr->name2)
2651 if (!one_in_(3)) one_high_resistance(o_ptr);
2652 if (one_in_(4)) o_ptr->art_flags2 |= TR2_RES_POIS;
2654 case EGO_REFLECTION:
2655 if (o_ptr->sval == SV_SHIELD_OF_DEFLECTION)
2665 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2670 /* Mention the item */
2671 if (cheat_peek) object_mention(o_ptr);
2672 dragon_resist(o_ptr);
2673 if (!one_in_(3)) break;
2679 create_artifact(o_ptr, FALSE);
2682 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE, level);
2686 else if (power < -1)
2688 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE, level);
2696 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2701 /* Mention the item */
2702 if (cheat_peek) object_mention(o_ptr);
2703 dragon_resist(o_ptr);
2704 if (!one_in_(3)) break;
2711 create_artifact(o_ptr, FALSE);
2714 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE, level);
2716 switch (o_ptr->name2)
2718 case EGO_SLOW_DESCENT:
2721 one_high_resistance(o_ptr);
2727 else if (power < -1)
2729 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE, level);
2742 create_artifact(o_ptr, FALSE);
2747 bool ok_flag = TRUE;
2748 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
2750 switch (o_ptr->name2)
2755 case EGO_REGENERATION:
2756 case EGO_LORDLINESS:
2759 if (one_in_(3)) o_ptr->art_flags3 |= TR3_TELEPATHY;
2761 default:/* not existing crown (wisdom,lite, etc...) */
2765 break; /* while (1) */
2771 else if (power < -1)
2773 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
2781 if (o_ptr->sval == SV_DRAGON_HELM)
2786 /* Mention the item */
2787 if (cheat_peek) object_mention(o_ptr);
2788 dragon_resist(o_ptr);
2789 if (!one_in_(3)) break;
2797 create_artifact(o_ptr, FALSE);
2802 bool ok_flag = TRUE;
2803 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
2805 switch (o_ptr->name2)
2807 case EGO_INTELLIGENCE:
2811 case EGO_INFRAVISION:
2814 if (one_in_(7)) o_ptr->art_flags3 |= TR3_TELEPATHY;
2816 default:/* not existing helm (Magi, Might, etc...)*/
2820 break; /* while (1) */
2825 else if (power < -1)
2827 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
2839 create_artifact(o_ptr, FALSE);
2842 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE, level);
2844 switch (o_ptr->name2)
2855 else if (power < -1)
2857 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE, level);
2867 * Apply magic to an item known to be a "ring" or "amulet"
2869 * Hack -- note special rating boost for ring of speed
2870 * Hack -- note special rating boost for amulet of the magi
2871 * Hack -- note special "pval boost" code for ring of speed
2872 * Hack -- note that some items must be cursed (or blessed)
2874 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2876 /* Apply magic (good or bad) according to type */
2877 switch (o_ptr->tval)
2882 switch (o_ptr->sval)
2884 case SV_RING_ATTACKS:
2887 o_ptr->pval = m_bonus(2, level);
2888 if (one_in_(15)) o_ptr->pval++;
2889 if (o_ptr->pval < 1) o_ptr->pval = 1;
2895 o_ptr->ident |= (IDENT_BROKEN);
2898 o_ptr->ident |= (IDENT_CURSED);
2901 o_ptr->pval = 0 - (o_ptr->pval);
2912 /* Strength, Constitution, Dexterity, Intelligence */
2918 o_ptr->pval = 1 + m_bonus(5, level);
2924 o_ptr->ident |= (IDENT_BROKEN);
2927 o_ptr->ident |= (IDENT_CURSED);
2930 o_ptr->pval = 0 - (o_ptr->pval);
2936 /* Ring of Speed! */
2939 /* Base speed (1 to 10) */
2940 o_ptr->pval = randint1(5) + m_bonus(5, level);
2942 /* Super-charge the ring */
2943 while (randint0(100) < 50) o_ptr->pval++;
2949 o_ptr->ident |= (IDENT_BROKEN);
2952 o_ptr->ident |= (IDENT_CURSED);
2955 o_ptr->pval = 0 - (o_ptr->pval);
2963 /* Mention the item */
2964 if (cheat_peek) object_mention(o_ptr);
2969 case SV_RING_LORDLY:
2973 one_lordly_high_resistance(o_ptr);
2977 /* Bonus to armor class */
2978 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
2984 case SV_RING_SEARCHING:
2986 /* Bonus to searching */
2987 o_ptr->pval = 1 + m_bonus(5, level);
2993 o_ptr->ident |= (IDENT_BROKEN);
2996 o_ptr->ident |= (IDENT_CURSED);
2999 o_ptr->pval = 0 - (o_ptr->pval);
3005 /* Flames, Acid, Ice */
3006 case SV_RING_FLAMES:
3011 /* Bonus to armor class */
3012 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3016 /* Weakness, Stupidity */
3017 case SV_RING_WEAKNESS:
3018 case SV_RING_STUPIDITY:
3021 o_ptr->ident |= (IDENT_BROKEN);
3024 o_ptr->ident |= (IDENT_CURSED);
3027 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3028 if (power > 0) power = 0 - power;
3033 /* WOE, Stupidity */
3037 o_ptr->ident |= (IDENT_BROKEN);
3040 o_ptr->ident |= (IDENT_CURSED);
3043 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3044 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3045 if (power > 0) power = 0 - power;
3050 /* Ring of damage */
3051 case SV_RING_DAMAGE:
3053 /* Bonus to damage */
3054 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3060 o_ptr->ident |= (IDENT_BROKEN);
3063 o_ptr->ident |= (IDENT_CURSED);
3066 o_ptr->to_d = 0 - o_ptr->to_d;
3072 /* Ring of Accuracy */
3073 case SV_RING_ACCURACY:
3076 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3082 o_ptr->ident |= (IDENT_BROKEN);
3085 o_ptr->ident |= (IDENT_CURSED);
3088 o_ptr->to_h = 0 - o_ptr->to_h;
3094 /* Ring of Protection */
3095 case SV_RING_PROTECTION:
3097 /* Bonus to armor class */
3098 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3104 o_ptr->ident |= (IDENT_BROKEN);
3107 o_ptr->ident |= (IDENT_CURSED);
3110 o_ptr->to_a = 0 - o_ptr->to_a;
3116 /* Ring of Slaying */
3117 case SV_RING_SLAYING:
3119 /* Bonus to damage and to hit */
3120 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3121 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3127 o_ptr->ident |= (IDENT_BROKEN);
3130 o_ptr->ident |= (IDENT_CURSED);
3132 /* Reverse bonuses */
3133 o_ptr->to_h = 0 - o_ptr->to_h;
3134 o_ptr->to_d = 0 - o_ptr->to_d;
3140 case SV_RING_MUSCLE:
3142 o_ptr->pval = 1 + m_bonus(3, level);
3143 if (one_in_(4)) o_ptr->pval++;
3149 o_ptr->ident |= (IDENT_BROKEN);
3152 o_ptr->ident |= (IDENT_CURSED);
3154 /* Reverse bonuses */
3155 o_ptr->pval = 0 - o_ptr->pval;
3160 case SV_RING_AGGRAVATION:
3163 o_ptr->ident |= (IDENT_BROKEN);
3166 o_ptr->ident |= (IDENT_CURSED);
3168 if (power > 0) power = 0 - power;
3172 if (one_in_(400) && (power > 0) && !(o_ptr->ident & IDENT_CURSED) && (level > 79))
3174 o_ptr->pval = MIN(o_ptr->pval,4);
3175 /* Randart amulet */
3176 create_artifact(o_ptr, FALSE);
3178 else if ((power == 2) && one_in_(2))
3180 while(!o_ptr->name2)
3182 int tmp = m_bonus(10, level);
3183 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3184 switch(randint1(28))
3187 o_ptr->name2 = EGO_RING_THROW;
3190 if (k_ptr->flags3 & TR3_REGEN) break;
3191 o_ptr->name2 = EGO_RING_REGEN;
3194 if (k_ptr->flags3 & TR3_LITE)
3195 o_ptr->name2 = EGO_RING_LITE;
3198 if (k_ptr->flags2 & TR3_TELEPORT) break;
3199 o_ptr->name2 = EGO_RING_TELEPORT;
3202 if (o_ptr->to_h) break;
3203 o_ptr->name2 = EGO_RING_TO_H;
3206 if (o_ptr->to_d) break;
3207 o_ptr->name2 = EGO_RING_TO_D;
3210 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3211 o_ptr->name2 = EGO_RING_SLAY;
3214 if ((k_ptr->flags1 & TR1_STR) || o_ptr->to_h || o_ptr->to_d) break;
3215 o_ptr->name2 = EGO_RING_WIZARD;
3218 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3219 o_ptr->name2 = EGO_RING_HERO;
3222 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3223 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3224 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3225 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3228 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3229 if (!(k_ptr->flags2 & TR2_RES_FIRE) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_ACID))) break;
3230 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3231 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3232 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3235 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3236 if (!(k_ptr->flags2 & TR2_RES_COLD) && (k_ptr->flags2 & (TR2_RES_FIRE | TR2_RES_ELEC | TR2_RES_ACID))) break;
3237 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3238 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3239 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3242 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3243 if (!(k_ptr->flags2 & TR2_RES_ELEC) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_FIRE | TR2_RES_ACID))) break;
3244 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3245 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3248 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3249 if (!(k_ptr->flags2 & TR2_RES_ACID) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_FIRE))) break;
3250 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3251 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3253 case 21: case 22: case 23: case 24: case 25: case 26:
3254 switch (o_ptr->sval)
3257 if (!one_in_(3)) break;
3258 o_ptr->name2 = EGO_RING_D_SPEED;
3260 case SV_RING_DAMAGE:
3261 case SV_RING_ACCURACY:
3262 case SV_RING_SLAYING:
3263 if (one_in_(2)) break;
3264 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3267 o_ptr->name2 = EGO_RING_BERSERKER;
3268 o_ptr->to_h -= 2+randint1(4);
3271 case SV_RING_PROTECTION:
3272 o_ptr->name2 = EGO_RING_SUPER_AC;
3273 o_ptr->to_a += m_bonus(5, level);
3275 case SV_RING_RES_FEAR:
3276 o_ptr->name2 = EGO_RING_HERO;
3279 if (one_in_(2)) break;
3280 o_ptr->name2 = EGO_RING_HUNTER;
3282 case SV_RING_SEARCHING:
3283 o_ptr->name2 = EGO_RING_STEALTH;
3285 case SV_RING_TELEPORTATION:
3286 o_ptr->name2 = EGO_RING_TELE_AWAY;
3288 case SV_RING_RES_BLINDNESS:
3290 o_ptr->name2 = EGO_RING_RES_LITE;
3292 o_ptr->name2 = EGO_RING_RES_DARK;
3294 case SV_RING_LORDLY:
3295 if (!one_in_(20)) break;
3296 one_lordly_high_resistance(o_ptr);
3297 one_lordly_high_resistance(o_ptr);
3298 o_ptr->name2 = EGO_RING_TRUE;
3300 case SV_RING_SUSTAIN:
3301 if (!one_in_(4)) break;
3302 o_ptr->name2 = EGO_RING_RES_TIME;
3304 case SV_RING_FLAMES:
3305 if (!one_in_(2)) break;
3306 o_ptr->name2 = EGO_RING_DRAGON_F;
3309 if (!one_in_(2)) break;
3310 o_ptr->name2 = EGO_RING_DRAGON_C;
3312 case SV_RING_WARNING:
3313 if (!one_in_(2)) break;
3314 o_ptr->name2 = EGO_RING_M_DETECT;
3323 o_ptr->ident &= ~(IDENT_CURSED);
3325 if (o_ptr->art_flags3 & TR3_CURSED)
3326 o_ptr->art_flags3 &= ~(TR3_CURSED);
3328 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
3329 o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
3331 else if ((power == -2) && one_in_(2))
3333 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3334 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3335 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3336 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3337 o_ptr->art_flags1 = 0;
3338 o_ptr->art_flags2 = 0;
3339 while(!o_ptr->name2)
3341 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3345 if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
3346 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3349 o_ptr->name2 = EGO_RING_NO_MELEE;
3352 if (k_ptr->flags3 & TR3_AGGRAVATE) break;
3353 o_ptr->name2 = EGO_RING_AGGRAVATE;
3356 if (k_ptr->flags3 & TR3_TY_CURSE) break;
3357 o_ptr->name2 = EGO_RING_TY_CURSE;
3360 o_ptr->name2 = EGO_RING_ALBINO;
3365 o_ptr->ident |= (IDENT_BROKEN);
3368 o_ptr->ident |= (IDENT_CURSED);
3376 switch (o_ptr->sval)
3378 /* Amulet of wisdom/charisma */
3379 case SV_AMULET_INTELLIGENCE:
3380 case SV_AMULET_WISDOM:
3381 case SV_AMULET_CHARISMA:
3383 o_ptr->pval = 1 + m_bonus(5, level);
3389 o_ptr->ident |= (IDENT_BROKEN);
3392 o_ptr->ident |= (IDENT_CURSED);
3394 /* Reverse bonuses */
3395 o_ptr->pval = 0 - o_ptr->pval;
3401 /* Amulet of brilliance */
3402 case SV_AMULET_BRILLIANCE:
3404 o_ptr->pval = 1 + m_bonus(3, level);
3405 if (one_in_(4)) o_ptr->pval++;
3411 o_ptr->ident |= (IDENT_BROKEN);
3414 o_ptr->ident |= (IDENT_CURSED);
3416 /* Reverse bonuses */
3417 o_ptr->pval = 0 - o_ptr->pval;
3423 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3427 o_ptr->ident |= (IDENT_CURSED);
3432 case SV_AMULET_RESISTANCE:
3434 if (one_in_(5)) one_high_resistance(o_ptr);
3435 if (one_in_(5)) o_ptr->art_flags2 |= TR2_RES_POIS;
3439 /* Amulet of searching */
3440 case SV_AMULET_SEARCHING:
3442 o_ptr->pval = randint1(2) + m_bonus(4, level);
3448 o_ptr->ident |= (IDENT_BROKEN);
3451 o_ptr->ident |= (IDENT_CURSED);
3453 /* Reverse bonuses */
3454 o_ptr->pval = 0 - (o_ptr->pval);
3460 /* Amulet of the Magi -- never cursed */
3461 case SV_AMULET_THE_MAGI:
3463 o_ptr->pval = randint1(5) + m_bonus(5, level);
3464 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3466 /* Boost the rating */
3469 /* Mention the item */
3470 if (cheat_peek) object_mention(o_ptr);
3475 /* Amulet of Doom -- always cursed */
3476 case SV_AMULET_DOOM:
3479 o_ptr->ident |= (IDENT_BROKEN);
3482 o_ptr->ident |= (IDENT_CURSED);
3485 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3486 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3487 if (power > 0) power = 0 - power;
3492 case SV_AMULET_MAGIC_MASTERY:
3494 o_ptr->pval = 1 + m_bonus(4, level);
3500 o_ptr->ident |= (IDENT_BROKEN);
3503 o_ptr->ident |= (IDENT_CURSED);
3505 /* Reverse bonuses */
3506 o_ptr->pval = 0 - o_ptr->pval;
3512 if (one_in_(150) && (power > 0) && !(o_ptr->ident & IDENT_CURSED) && (level > 79))
3514 o_ptr->pval = MIN(o_ptr->pval,4);
3515 /* Randart amulet */
3516 create_artifact(o_ptr, FALSE);
3518 else if ((power == 2) && one_in_(2))
3520 while(!o_ptr->name2)
3522 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3523 switch(randint1(21))
3526 if (k_ptr->flags3 & TR3_SLOW_DIGEST) break;
3527 o_ptr->name2 = EGO_AMU_SLOW_D;
3530 if (o_ptr->pval) break;
3531 o_ptr->name2 = EGO_AMU_INFRA;
3534 if (k_ptr->flags3 & TR3_SEE_INVIS) break;
3535 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3538 if (k_ptr->flags2 & TR2_HOLD_LIFE) break;
3539 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3542 if (k_ptr->flags3 & TR3_FEATHER) break;
3543 o_ptr->name2 = EGO_AMU_LEVITATION;
3545 case 10: case 11: case 21:
3546 o_ptr->name2 = EGO_AMU_AC;
3549 if (k_ptr->flags2 & TR2_RES_FIRE) break;
3550 if (m_bonus(10, level) > 8)
3551 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3553 o_ptr->name2 = EGO_AMU_RES_FIRE;
3556 if (k_ptr->flags2 & TR2_RES_COLD) break;
3557 if (m_bonus(10, level) > 8)
3558 o_ptr->name2 = EGO_AMU_RES_COLD_;
3560 o_ptr->name2 = EGO_AMU_RES_COLD;
3563 if (k_ptr->flags2 & TR2_RES_ELEC) break;
3564 if (m_bonus(10, level) > 8)
3565 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3567 o_ptr->name2 = EGO_AMU_RES_ELEC;
3570 if (k_ptr->flags2 & TR2_RES_ACID) break;
3571 if (m_bonus(10, level) > 8)
3572 o_ptr->name2 = EGO_AMU_RES_ACID_;
3574 o_ptr->name2 = EGO_AMU_RES_ACID;
3576 case 16: case 17: case 18: case 19: case 20:
3577 switch (o_ptr->sval)
3579 case SV_AMULET_TELEPORT:
3580 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3581 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3582 else o_ptr->name2 = EGO_AMU_TELEPORT;
3584 case SV_AMULET_RESIST_ACID:
3585 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3587 case SV_AMULET_SEARCHING:
3588 o_ptr->name2 = EGO_AMU_STEALTH;
3590 case SV_AMULET_BRILLIANCE:
3591 if (!one_in_(3)) break;
3592 o_ptr->name2 = EGO_AMU_IDENT;
3594 case SV_AMULET_CHARISMA:
3595 if (!one_in_(3)) break;
3596 o_ptr->name2 = EGO_AMU_CHARM;
3598 case SV_AMULET_THE_MAGI:
3599 if (one_in_(2)) break;
3600 o_ptr->name2 = EGO_AMU_GREAT;
3602 case SV_AMULET_RESISTANCE:
3603 if (!one_in_(5)) break;
3604 o_ptr->name2 = EGO_AMU_DEFENDER;
3606 case SV_AMULET_TELEPATHY:
3607 if (!one_in_(3)) break;
3608 o_ptr->name2 = EGO_AMU_DETECTION;
3614 o_ptr->ident &= ~(IDENT_CURSED);
3616 if (o_ptr->art_flags3 & TR3_CURSED)
3617 o_ptr->art_flags3 &= ~(TR3_CURSED);
3619 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
3620 o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
3622 else if ((power == -2) && one_in_(2))
3624 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3625 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3626 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3627 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3628 o_ptr->art_flags1 = 0;
3629 o_ptr->art_flags2 = 0;
3630 while(!o_ptr->name2)
3632 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3636 if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
3637 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3640 o_ptr->name2 = EGO_AMU_FOOL;
3643 if (k_ptr->flags3 & TR3_AGGRAVATE) break;
3644 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3647 if (k_ptr->flags3 & TR3_TY_CURSE) break;
3648 o_ptr->name2 = EGO_AMU_TY_CURSE;
3651 o_ptr->name2 = EGO_AMU_NAIVETY;
3656 o_ptr->ident |= (IDENT_BROKEN);
3659 o_ptr->ident |= (IDENT_CURSED);
3668 * Hack -- help pick an item type
3670 static bool item_monster_okay(int r_idx)
3672 monster_race *r_ptr = &r_info[r_idx];
3675 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3676 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3677 if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
3678 if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3679 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3680 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3688 * Apply magic to an item known to be "boring"
3690 * Hack -- note the special code for various items
3692 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3694 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3696 /* Apply magic (good or bad) according to type */
3697 switch (o_ptr->tval)
3706 o_ptr->ident |= (IDENT_BROKEN);
3709 o_ptr->ident |= (IDENT_CURSED);
3716 o_ptr->xtra4 = o_ptr->pval;
3722 /* Hack -- Torches -- random fuel */
3723 if (o_ptr->sval == SV_LITE_TORCH)
3725 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3729 /* Hack -- Lanterns -- random fuel */
3730 if (o_ptr->sval == SV_LITE_LANTERN)
3732 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3736 if ((power == 2) || ((power == 1) && one_in_(3)))
3738 while (!o_ptr->name2)
3742 bool okay_flag = TRUE;
3744 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE, level);
3746 switch (o_ptr->name2)
3749 if (o_ptr->sval == SV_LITE_FEANOR)
3757 else if (power == -2)
3759 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE, level);
3761 switch (o_ptr->name2)
3763 case EGO_LITE_DARKNESS:
3775 /* The wand or staff gets a number of initial charges equal
3776 * to between 1/2 (+1) and the full object kind's pval. -LM-
3778 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3784 /* Transfer the pval. -LM- */
3785 o_ptr->pval = k_ptr->pval;
3792 object_aware(o_ptr);
3793 object_known(o_ptr);
3802 monster_race *r_ptr;
3804 /* Pick a random non-unique monster race */
3807 i = randint1(max_r_idx - 1);
3809 if (!item_monster_okay(i)) continue;
3810 if (i == MON_TSUCHINOKO) continue;
3814 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3816 /* Ignore dead monsters */
3817 if (!r_ptr->rarity) continue;
3819 /* Prefer less out-of-depth monsters */
3820 if (randint0(check)) continue;
3827 /* Some figurines are cursed */
3828 if (one_in_(6)) o_ptr->ident |= IDENT_CURSED;
3833 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3835 msg_format("Figurine of %s, depth +%d%s",
3838 r_name + r_ptr->name, check - 1,
3839 !(o_ptr->ident & IDENT_CURSED) ? "" : " {cursed}");
3852 monster_race *r_ptr;
3854 if (o_ptr->sval == SV_SKELETON)
3856 match = RF9_DROP_SKELETON;
3858 else if (o_ptr->sval == SV_CORPSE)
3860 match = RF9_DROP_CORPSE;
3863 /* Hack -- Remove the monster restriction */
3864 get_mon_num_prep(item_monster_okay, NULL);
3866 /* Pick a random non-unique monster race */
3869 i = get_mon_num(dun_level);
3873 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3875 /* Ignore dead monsters */
3876 if (!r_ptr->rarity) continue;
3878 /* Ignore corpseless monsters */
3879 if (!(r_ptr->flags9 & match)) continue;
3881 /* Prefer less out-of-depth monsters */
3882 if (randint0(check)) continue;
3892 msg_format("%s¤Î»àÂÎ,¿¼¤µ +%d",
3894 msg_format("Corpse of %s, depth +%d",
3897 r_name + r_ptr->name, check - 1);
3900 object_aware(o_ptr);
3901 object_known(o_ptr);
3909 monster_race *r_ptr;
3911 /* Pick a random monster race */
3914 i = randint1(max_r_idx - 1);
3918 /* Ignore dead monsters */
3919 if (!r_ptr->rarity) continue;
3929 msg_format("%s¤ÎÁü,", r_name + r_ptr->name);
3931 msg_format("Statue of %s", r_name + r_ptr->name);
3935 object_aware(o_ptr);
3936 object_known(o_ptr);
3943 byte obj_level = get_object_level(o_ptr);
3945 /* Hack -- skip ruined chests */
3946 if (obj_level <= 0) break;
3948 /* Hack -- pick a "difficulty" */
3949 o_ptr->pval = randint1(obj_level);
3950 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3952 o_ptr->xtra3 = dun_level + 5;
3954 /* Never exceed "difficulty" of 55 to 59 */
3955 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3964 * Complete the "creation" of an object by applying "magic" to the item
3966 * This includes not only rolling for random bonuses, but also putting the
3967 * finishing touches on ego-items and artifacts, giving charges to wands and
3968 * staffs, giving fuel to lites, and placing traps on chests.
3970 * In particular, note that "Instant Artifacts", if "created" by an external
3971 * routine, must pass through this function to complete the actual creation.
3973 * The base "chance" of the item being "good" increases with the "level"
3974 * parameter, which is usually derived from the dungeon level, being equal
3975 * to the level plus 10, up to a maximum of 75. If "good" is true, then
3976 * the object is guaranteed to be "good". If an object is "good", then
3977 * the chance that the object will be "great" (ego-item or artifact), also
3978 * increases with the "level", being equal to half the level, plus 5, up to
3979 * a maximum of 20. If "great" is true, then the object is guaranteed to be
3980 * "great". At dungeon level 65 and below, 15/100 objects are "great".
3982 * If the object is not "good", there is a chance it will be "cursed", and
3983 * if it is "cursed", there is a chance it will be "broken". These chances
3984 * are related to the "good" / "great" chances above.
3986 * Otherwise "normal" rings and amulets will be "good" half the time and
3987 * "cursed" half the time, unless the ring/amulet is always good or cursed.
3989 * If "okay" is true, and the object is going to be "great", then there is
3990 * a chance that an artifact will be created. This is true even if both the
3991 * "good" and "great" arguments are false. As a total hack, if "great" is
3992 * true, then the item gets 3 extra "attempts" to become an artifact.
3994 void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great, bool curse)
3997 int i, rolls, f1, f2, power;
3999 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4001 /* Maximum "level" for various things */
4002 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4004 /* Base chance of being "good" */
4007 /* Maximal chance of being "good" */
4008 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4010 /* Base chance of being "great" */
4013 /* Maximal chance of being "great" */
4014 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4015 f2 = d_info[dungeon_type].obj_great;
4017 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4022 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4031 /* Roll for "good" */
4032 if (good || magik(f1))
4037 /* Roll for "great" */
4038 if (great || magik(f2)) power = 2;
4041 /* Roll for "cursed" */
4044 /* Assume "cursed" */
4047 /* Roll for "broken" */
4048 if (magik(f2)) power = -2;
4054 /* Assume 'cursed' */
4059 /* Everything else gets more badly cursed */
4066 /* Assume no rolls */
4069 /* Get one roll if excellent */
4070 if (power >= 2) rolls = 1;
4072 /* Hack -- Get four rolls if forced great */
4073 if (great) rolls = 4;
4075 /* Hack -- Get no rolls if not allowed */
4076 if (!okay || o_ptr->name1) rolls = 0;
4078 /* Roll for artifacts if allowed */
4079 for (i = 0; i < rolls; i++)
4081 /* Roll for an artifact */
4082 if (make_artifact(o_ptr)) break;
4083 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4085 if (make_artifact(o_ptr)) break;
4090 /* Hack -- analyze artifacts */
4093 artifact_type *a_ptr = &a_info[o_ptr->name1];
4095 /* Hack -- Mark the artifact as "created" */
4098 /* Extract the other fields */
4099 o_ptr->pval = a_ptr->pval;
4100 o_ptr->ac = a_ptr->ac;
4101 o_ptr->dd = a_ptr->dd;
4102 o_ptr->ds = a_ptr->ds;
4103 o_ptr->to_a = a_ptr->to_a;
4104 o_ptr->to_h = a_ptr->to_h;
4105 o_ptr->to_d = a_ptr->to_d;
4106 o_ptr->weight = a_ptr->weight;
4108 /* Hack -- extract the "broken" flag */
4109 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4111 /* Hack -- extract the "cursed" flag */
4112 if (a_ptr->flags3 & TR3_CURSED) o_ptr->ident |= (IDENT_CURSED);
4114 /* Mega-Hack -- increase the rating */
4117 /* Mega-Hack -- increase the rating again */
4118 if (a_ptr->cost > 50000L) rating += 10;
4120 /* Mega-Hack -- increase the rating again */
4121 if (a_ptr->cost > 100000L) rating += 10;
4123 /* Set the good item flag */
4124 good_item_flag = TRUE;
4126 /* Cheat -- peek at the item */
4127 if (cheat_peek) object_mention(o_ptr);
4135 switch (o_ptr->tval)
4144 if (power) a_m_aux_1(o_ptr, lev, power);
4150 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4156 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4170 /* Elven Cloak and Black Clothes ... */
4171 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4172 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4173 o_ptr->pval = randint1(4);
4177 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4178 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4179 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4180 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4181 a_m_aux_2(o_ptr, lev, power);
4183 if (power) a_m_aux_2(o_ptr, lev, power);
4191 if (!power && (randint0(100) < 50)) power = -1;
4192 a_m_aux_3(o_ptr, lev, power);
4198 a_m_aux_4(o_ptr, lev, power);
4203 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4204 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4205 (p_ptr->pseikaku == SEIKAKU_SEXY))
4208 o_ptr->art_flags1 |= (TR1_STR | TR1_INT | TR1_WIS | TR1_DEX | TR1_CON | TR1_CHR);
4211 if (o_ptr->art_name) rating += 30;
4213 /* Hack -- analyze ego-items */
4214 else if (o_ptr->name2)
4216 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4218 /* Hack -- acquire "broken" flag */
4219 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4221 /* Hack -- acquire "cursed" flag */
4222 if (e_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
4224 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4225 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4226 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4227 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4228 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4229 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4230 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4232 /* Hack -- apply extra penalties if needed */
4233 if (cursed_p(o_ptr) || broken_p(o_ptr))
4235 /* Hack -- obtain bonuses */
4236 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4237 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4238 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4240 /* Hack -- obtain pval */
4241 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4244 /* Hack -- apply extra bonuses if needed */
4247 /* Hack -- obtain bonuses */
4248 if (e_ptr->max_to_h)
4250 if (e_ptr->max_to_h > 127)
4251 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4252 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4254 if (e_ptr->max_to_d)
4256 if (e_ptr->max_to_d > 127)
4257 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4258 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4260 if (e_ptr->max_to_a)
4262 if (e_ptr->max_to_a > 127)
4263 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4264 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4267 /* Hack -- obtain pval */
4268 if (e_ptr->max_pval)
4270 if ((o_ptr->name2 == EGO_HA) && (o_ptr->art_flags1 & TR1_BLOWS))
4273 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4275 else if (o_ptr->name2 == EGO_ATTACKS)
4277 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4278 if (o_ptr->pval > 3) o_ptr->pval = 3;
4279 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4280 o_ptr->pval += randint1(2);
4282 else if (o_ptr->name2 == EGO_BAT)
4284 o_ptr->pval = randint1(e_ptr->max_pval);
4285 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4289 o_ptr->pval += randint1(e_ptr->max_pval);
4292 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4294 o_ptr->pval = randint1(o_ptr->pval);
4296 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4300 /* Hack -- apply rating bonus */
4301 rating += e_ptr->rating;
4303 /* Cheat -- describe the item */
4304 if (cheat_peek) object_mention(o_ptr);
4310 /* Examine real objects */
4313 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4315 /* Hack -- acquire "broken" flag */
4316 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4318 /* Hack -- acquire "cursed" flag */
4319 if (k_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
4325 * Hack -- determine if a template is "good"
4327 static bool kind_is_good(int k_idx)
4329 object_kind *k_ptr = &k_info[k_idx];
4331 /* Analyze the item type */
4332 switch (k_ptr->tval)
4334 /* Armor -- Good unless damaged */
4345 if (k_ptr->to_a < 0) return (FALSE);
4349 /* Weapons -- Good unless damaged */
4356 if (k_ptr->to_h < 0) return (FALSE);
4357 if (k_ptr->to_d < 0) return (FALSE);
4361 /* Ammo -- Arrows/Bolts are good */
4368 /* Books -- High level books are good (except Arcane books) */
4370 case TV_SORCERY_BOOK:
4371 case TV_NATURE_BOOK:
4375 case TV_ENCHANT_BOOK:
4376 case TV_DAEMON_BOOK:
4378 case TV_HISSATSU_BOOK:
4380 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4384 /* Rings -- Rings of Speed are good */
4387 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4388 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4392 /* Amulets -- Amulets of the Magi and Resistance are good */
4395 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4396 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4401 /* Assume not good */
4407 * Attempt to make an object (normal or good/great)
4409 * This routine plays nasty games to generate the "special artifacts".
4411 * This routine uses "object_level" for the "generation level".
4413 * We assume that the given object has been "wiped".
4415 bool make_object(object_type *j_ptr, bool good, bool great)
4421 /* Chance of "special object" */
4422 prob = (good ? 10 : 1000);
4424 /* Base level for the object */
4425 base = (good ? (object_level + 10) : object_level);
4428 /* Generate a special object, or a normal object */
4429 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4436 /* Activate restriction */
4437 get_obj_num_hook = kind_is_good;
4439 /* Prepare allocation table */
4443 /* Pick a random object */
4444 k_idx = get_obj_num(base);
4447 if (get_obj_num_hook)
4449 /* Clear restriction */
4450 get_obj_num_hook = NULL;
4452 /* Prepare allocation table */
4456 /* Handle failure */
4457 if (!k_idx) return (FALSE);
4459 /* Prepare the object */
4460 object_prep(j_ptr, k_idx);
4463 /* Apply magic (allow artifacts) */
4464 apply_magic(j_ptr, object_level, TRUE, good, great, FALSE);
4466 /* Hack -- generate multiple spikes/missiles */
4467 switch (j_ptr->tval)
4475 j_ptr->number = (byte)damroll(6, 7);
4479 obj_level = get_object_level(j_ptr);
4480 if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4482 /* Notice "okay" out-of-depth objects */
4483 if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4484 (obj_level > dun_level))
4486 /* Rating increase */
4487 rating += (obj_level - dun_level);
4489 /* Cheat -- peek at items */
4490 if (cheat_peek) object_mention(j_ptr);
4499 * Attempt to place an object (normal or good/great) at the given location.
4501 * This routine plays nasty games to generate the "special artifacts".
4503 * This routine uses "object_level" for the "generation level".
4505 * This routine requires a clean floor grid destination.
4507 void place_object(int y, int x, bool good, bool great)
4517 /* Paranoia -- check bounds */
4518 if (!in_bounds(y, x)) return;
4520 /* Require clean floor space */
4521 if (!cave_clean_bold(y, x)) return;
4524 /* Get local object */
4527 /* Wipe the object */
4530 /* Make an object (if possible) */
4531 if (!make_object(q_ptr, good, great)) return;
4534 /* Make an object */
4542 /* Acquire object */
4543 o_ptr = &o_list[o_idx];
4545 /* Structure Copy */
4546 object_copy(o_ptr, q_ptr);
4553 c_ptr = &cave[y][x];
4556 o_ptr->next_o_idx = c_ptr->o_idx;
4558 /* Place the object */
4559 c_ptr->o_idx = o_idx;
4569 /* Hack -- Preserve artifacts */
4572 a_info[q_ptr->name1].cur_num = 0;
4579 * Make a treasure object
4581 * The location must be a legal, clean, floor grid.
4583 bool make_gold(object_type *j_ptr)
4590 /* Hack -- Pick a Treasure variety */
4591 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4593 /* Apply "extra" magic */
4594 if (one_in_(GREAT_OBJ))
4596 i += randint1(object_level + 1);
4599 /* Hack -- Creeping Coins only generate "themselves" */
4600 if (coin_type) i = coin_type;
4602 /* Do not create "illegal" Treasure Types */
4603 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4605 /* Prepare a gold object */
4606 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4608 /* Hack -- Base coin cost */
4609 base = k_info[OBJ_GOLD_LIST+i].cost;
4611 /* Determine how much the treasure is "worth" */
4612 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4620 * Places a treasure (Gold or Gems) at given location
4622 * The location must be a legal, clean, floor grid.
4624 void place_gold(int y, int x)
4634 /* Paranoia -- check bounds */
4635 if (!in_bounds(y, x)) return;
4637 /* Require clean floor space */
4638 if (!cave_clean_bold(y, x)) return;
4641 /* Get local object */
4644 /* Wipe the object */
4647 /* Make some gold */
4648 if (!make_gold(q_ptr)) return;
4651 /* Make an object */
4659 /* Acquire object */
4660 o_ptr = &o_list[o_idx];
4662 /* Copy the object */
4663 object_copy(o_ptr, q_ptr);
4670 c_ptr = &cave[y][x];
4673 o_ptr->next_o_idx = c_ptr->o_idx;
4675 /* Place the object */
4676 c_ptr->o_idx = o_idx;
4688 * Let an object fall to the ground at or near a location.
4690 * The initial location is assumed to be "in_bounds()".
4692 * This function takes a parameter "chance". This is the percentage
4693 * chance that the item will "disappear" instead of drop. If the object
4694 * has been thrown, then this is the chance of disappearance on contact.
4696 * Hack -- this function uses "chance" to determine if it should produce
4697 * some form of "description" of the drop event (under the player).
4699 * We check several locations to see if we can find a location at which
4700 * the object can combine, stack, or be placed. Artifacts will try very
4701 * hard to be placed, including "teleporting" to a useful grid if needed.
4703 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4714 s16b this_o_idx, next_o_idx = 0;
4718 char o_name[MAX_NLEN];
4723 bool plural = FALSE;
4726 /* Extract plural */
4727 if (j_ptr->number != 1) plural = TRUE;
4729 /* Describe object */
4730 object_desc(o_name, j_ptr, FALSE, 0);
4733 /* Handle normal "breakage" */
4734 if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4738 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4740 msg_format("The %s disappear%s.",
4741 o_name, (plural ? "" : "s"));
4747 if (wizard) msg_print("(ÇË»)");
4749 if (wizard) msg_print("(breakage)");
4768 /* Scan local grids */
4769 for (dy = -3; dy <= 3; dy++)
4771 /* Scan local grids */
4772 for (dx = -3; dx <= 3; dx++)
4776 /* Calculate actual distance */
4777 d = (dy * dy) + (dx * dx);
4779 /* Ignore distant grids */
4780 if (d > 10) continue;
4786 /* Skip illegal grids */
4787 if (!in_bounds(ty, tx)) continue;
4789 /* Require line of sight */
4790 if (!los(y, x, ty, tx)) continue;
4793 c_ptr = &cave[ty][tx];
4795 /* Require floor space */
4796 if ((c_ptr->feat != FEAT_FLOOR) &&
4797 (c_ptr->feat != FEAT_SHAL_WATER) &&
4798 (c_ptr->feat != FEAT_GRASS) &&
4799 (c_ptr->feat != FEAT_DIRT) &&
4800 (c_ptr->feat != FEAT_FLOWER) &&
4801 (c_ptr->feat != FEAT_DEEP_GRASS) &&
4802 (c_ptr->feat != FEAT_SHAL_LAVA) &&
4803 (c_ptr->feat != FEAT_TREES)) continue;
4805 if (c_ptr->info & CAVE_TRAP) continue;
4810 /* Scan objects in that grid */
4811 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4815 /* Acquire object */
4816 o_ptr = &o_list[this_o_idx];
4818 /* Acquire next object */
4819 next_o_idx = o_ptr->next_o_idx;
4821 /* Check for possible combination */
4822 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4828 /* Add new object */
4832 if (k > 99) continue;
4834 /* Calculate score */
4835 s = 1000 - (d + k * 5);
4837 /* Skip bad values */
4838 if (s < bs) continue;
4840 /* New best value */
4843 /* Apply the randomizer to equivalent values */
4844 if ((++bn >= 2) && !one_in_(bn)) continue;
4859 /* Handle lack of space */
4860 if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
4864 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4866 msg_format("The %s disappear%s.",
4867 o_name, (plural ? "" : "s"));
4873 if (wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
4875 if (wizard) msg_print("(no floor space)");
4885 for (i = 0; !flag; i++)
4890 ty = rand_spread(by, 1);
4891 tx = rand_spread(bx, 1);
4894 /* Random locations */
4897 ty = randint0(cur_hgt);
4898 tx = randint0(cur_wid);
4902 c_ptr = &cave[ty][tx];
4904 /* Require floor space (or shallow terrain) -KMW- */
4905 if ((c_ptr->feat != FEAT_FLOOR) &&
4906 (c_ptr->feat != FEAT_SHAL_WATER) &&
4907 (c_ptr->feat != FEAT_GRASS) &&
4908 (c_ptr->feat != FEAT_DIRT) &&
4909 (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
4911 /* Bounce to that location */
4915 /* Require floor space */
4916 if (!cave_clean_bold(by, bx)) continue;
4924 c_ptr = &cave[by][bx];
4926 /* Scan objects in that grid for combination */
4927 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4931 /* Acquire object */
4932 o_ptr = &o_list[this_o_idx];
4934 /* Acquire next object */
4935 next_o_idx = o_ptr->next_o_idx;
4937 /* Check for combination */
4938 if (object_similar(o_ptr, j_ptr))
4940 /* Combine the items */
4941 object_absorb(o_ptr, j_ptr);
4951 /* Get new object */
4952 if (!done) o_idx = o_pop();
4955 if (!done && !o_idx)
4959 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4961 msg_format("The %s disappear%s.",
4962 o_name, (plural ? "" : "s"));
4968 if (wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
4970 if (wizard) msg_print("(too many objects)");
4974 /* Hack -- Preserve artifacts */
4977 a_info[j_ptr->name1].cur_num = 0;
4987 /* Structure copy */
4988 object_copy(&o_list[o_idx], j_ptr);
4990 /* Access new object */
4991 j_ptr = &o_list[o_idx];
4998 j_ptr->held_m_idx = 0;
5001 j_ptr->next_o_idx = c_ptr->o_idx;
5003 /* Place the object */
5004 c_ptr->o_idx = o_idx;
5019 /* Mega-Hack -- no message if "dropped" by player */
5020 /* Message when an object falls under the player */
5021 if (chance && (by == py) && (bx == px))
5024 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5026 msg_print("You feel something roll beneath your feet.");
5039 * Scatter some "great" objects near the player
5041 void acquirement(int y1, int x1, int num, bool great, bool known)
5044 object_type object_type_body;
5049 /* Get local object */
5050 i_ptr = &object_type_body;
5052 /* Wipe the object */
5055 /* Make a good (or great) object (if possible) */
5056 if (!make_object(i_ptr, TRUE, great)) continue;
5060 object_aware(i_ptr);
5061 object_known(i_ptr);
5064 /* Drop the object */
5065 (void)drop_near(i_ptr, -1, y1, x1);
5070 #define MAX_TRAPS 18
5072 static int trap_num[MAX_TRAPS] =
5076 FEAT_TRAP_SPIKED_PIT,
5077 FEAT_TRAP_POISON_PIT,
5096 * Hack -- instantiate a trap
5098 * XXX XXX XXX This routine should be redone to reflect trap "level".
5099 * That is, it does not make sense to have spiked pits at 50 feet.
5100 * Actually, it is not this routine, but the "trap instantiation"
5101 * code, which should also check for "trap doors" on quest levels.
5103 void pick_trap(int y, int x)
5107 cave_type *c_ptr = &cave[y][x];
5110 if (!(c_ptr->info & CAVE_TRAP)) return;
5111 c_ptr->info &= ~(CAVE_TRAP);
5116 /* Hack -- pick a trap */
5117 feat = trap_num[randint0(MAX_TRAPS)];
5119 /* Accept non-trapdoors */
5120 if (feat != FEAT_TRAP_TRAPDOOR) break;
5122 /* Hack -- no trap doors on special levels */
5123 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5125 /* Hack -- no trap doors on the deepest level */
5126 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5131 /* Activate the trap */
5132 cave_set_feat(y, x, feat);
5137 * Places a random trap at the given location.
5139 * The location must be a legal, naked, floor grid.
5141 * Note that all traps start out as "invisible" and "untyped", and then
5142 * when they are "discovered" (by detecting them or setting them off),
5143 * the trap is "instantiated" as a visible, "typed", trap.
5145 void place_trap(int y, int x)
5147 /* Paranoia -- verify location */
5148 if (!in_bounds(y, x)) return;
5150 /* Require empty, clean, floor grid */
5151 if (!cave_naked_bold(y, x)) return;
5153 /* Place an invisible trap */
5154 cave[y][x].info |= CAVE_TRAP;
5159 * Describe the charges on an item in the inventory.
5161 void inven_item_charges(int item)
5163 object_type *o_ptr = &inventory[item];
5165 /* Require staff/wand */
5166 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5168 /* Require known item */
5169 if (!object_known_p(o_ptr)) return;
5172 if (o_ptr->pval <= 0)
5174 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5178 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5181 /* Multiple charges */
5182 if (o_ptr->pval != 1)
5184 /* Print a message */
5185 msg_format("You have %d charges remaining.", o_ptr->pval);
5191 /* Print a message */
5192 msg_format("You have %d charge remaining.", o_ptr->pval);
5200 * Describe an item in the inventory.
5202 void inven_item_describe(int item)
5204 object_type *o_ptr = &inventory[item];
5205 char o_name[MAX_NLEN];
5207 /* Get a description */
5208 object_desc(o_name, o_ptr, TRUE, 3);
5210 /* Print a message */
5212 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5213 if (o_ptr->number <= 0)
5215 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5216 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5220 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5221 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5224 msg_format("You have %s.", o_name);
5231 * Increase the "number" of an item in the inventory
5233 void inven_item_increase(int item, int num)
5235 object_type *o_ptr = &inventory[item];
5238 num += o_ptr->number;
5241 if (num > 255) num = 255;
5242 else if (num < 0) num = 0;
5245 num -= o_ptr->number;
5247 /* Change the number and weight */
5250 /* Add the number */
5251 o_ptr->number += num;
5253 /* Add the weight */
5254 p_ptr->total_weight += (num * o_ptr->weight);
5256 /* Recalculate bonuses */
5257 p_ptr->update |= (PU_BONUS);
5259 /* Recalculate mana XXX */
5260 p_ptr->update |= (PU_MANA);
5262 /* Combine the pack */
5263 p_ptr->notice |= (PN_COMBINE);
5266 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5272 * Erase an inventory slot if it has no more items
5274 void inven_item_optimize(int item)
5276 object_type *o_ptr = &inventory[item];
5278 /* Only optimize real items */
5279 if (!o_ptr->k_idx) return;
5281 /* Only optimize empty items */
5282 if (o_ptr->number) return;
5284 /* The item is in the pack */
5285 if (item < INVEN_RARM)
5292 /* Slide everything down */
5293 for (i = item; i < INVEN_PACK; i++)
5295 /* Structure copy */
5296 inventory[i] = inventory[i+1];
5299 /* Erase the "final" slot */
5300 object_wipe(&inventory[i]);
5303 p_ptr->window |= (PW_INVEN);
5306 /* The item is being wielded */
5312 /* Erase the empty slot */
5313 object_wipe(&inventory[item]);
5315 /* Recalculate bonuses */
5316 p_ptr->update |= (PU_BONUS);
5318 /* Recalculate torch */
5319 p_ptr->update |= (PU_TORCH);
5321 /* Recalculate mana XXX */
5322 p_ptr->update |= (PU_MANA);
5325 p_ptr->window |= (PW_EQUIP);
5329 p_ptr->window |= (PW_SPELL);
5334 * Describe the charges on an item on the floor.
5336 void floor_item_charges(int item)
5338 object_type *o_ptr = &o_list[item];
5340 /* Require staff/wand */
5341 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5343 /* Require known item */
5344 if (!object_known_p(o_ptr)) return;
5347 if (o_ptr->pval <= 0)
5349 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5353 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5356 /* Multiple charges */
5357 if (o_ptr->pval != 1)
5359 /* Print a message */
5360 msg_format("There are %d charges remaining.", o_ptr->pval);
5366 /* Print a message */
5367 msg_format("There is %d charge remaining.", o_ptr->pval);
5375 * Describe an item in the inventory.
5377 void floor_item_describe(int item)
5379 object_type *o_ptr = &o_list[item];
5380 char o_name[MAX_NLEN];
5382 /* Get a description */
5383 object_desc(o_name, o_ptr, TRUE, 3);
5385 /* Print a message */
5387 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5388 if (o_ptr->number <= 0)
5390 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5394 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5397 msg_format("You see %s.", o_name);
5404 * Increase the "number" of an item on the floor
5406 void floor_item_increase(int item, int num)
5408 object_type *o_ptr = &o_list[item];
5411 num += o_ptr->number;
5414 if (num > 255) num = 255;
5415 else if (num < 0) num = 0;
5418 num -= o_ptr->number;
5420 /* Change the number */
5421 o_ptr->number += num;
5426 * Optimize an item on the floor (destroy "empty" items)
5428 void floor_item_optimize(int item)
5430 object_type *o_ptr = &o_list[item];
5432 /* Paranoia -- be sure it exists */
5433 if (!o_ptr->k_idx) return;
5435 /* Only optimize empty items */
5436 if (o_ptr->number) return;
5438 /* Delete the object */
5439 delete_object_idx(item);
5444 * Check if we have space for an item in the pack without overflow
5446 bool inven_carry_okay(object_type *o_ptr)
5451 if (inven_cnt < INVEN_PACK) return (TRUE);
5454 for (j = 0; j < INVEN_PACK; j++)
5456 object_type *j_ptr = &inventory[j];
5458 /* Skip non-objects */
5459 if (!j_ptr->k_idx) continue;
5461 /* Check if the two items can be combined */
5462 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5471 * Add an item to the players inventory, and return the slot used.
5473 * If the new item can combine with an existing item in the inventory,
5474 * it will do so, using "object_similar()" and "object_absorb()", else,
5475 * the item will be placed into the "proper" location in the inventory.
5477 * This function can be used to "over-fill" the player's pack, but only
5478 * once, and such an action must trigger the "overflow" code immediately.
5479 * Note that when the pack is being "over-filled", the new item must be
5480 * placed into the "overflow" slot, and the "overflow" must take place
5481 * before the pack is reordered, but (optionally) after the pack is
5482 * combined. This may be tricky. See "dungeon.c" for info.
5484 * Note that this code must remove any location/stack information
5485 * from the object once it is placed into the inventory.
5487 s16b inven_carry(object_type *o_ptr)
5495 /* Check for combining */
5496 for (j = 0; j < INVEN_PACK; j++)
5498 j_ptr = &inventory[j];
5500 /* Skip non-objects */
5501 if (!j_ptr->k_idx) continue;
5503 /* Hack -- track last item */
5506 /* Check if the two items can be combined */
5507 if (object_similar(j_ptr, o_ptr))
5509 /* Combine the items */
5510 object_absorb(j_ptr, o_ptr);
5512 /* Increase the weight */
5513 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5515 /* Recalculate bonuses */
5516 p_ptr->update |= (PU_BONUS);
5519 p_ptr->window |= (PW_INVEN);
5528 if (inven_cnt > INVEN_PACK) return (-1);
5530 /* Find an empty slot */
5531 for (j = 0; j <= INVEN_PACK; j++)
5533 j_ptr = &inventory[j];
5535 /* Use it if found */
5536 if (!j_ptr->k_idx) break;
5543 /* Reorder the pack */
5546 s32b o_value, j_value;
5548 /* Get the "value" of the item */
5549 o_value = object_value(o_ptr);
5551 /* Scan every occupied slot */
5552 for (j = 0; j < INVEN_PACK; j++)
5554 j_ptr = &inventory[j];
5556 /* Use empty slots */
5557 if (!j_ptr->k_idx) break;
5559 /* Hack -- readable books always come first */
5560 if ((o_ptr->tval == REALM1_BOOK) &&
5561 (j_ptr->tval != REALM1_BOOK)) break;
5562 if ((j_ptr->tval == REALM1_BOOK) &&
5563 (o_ptr->tval != REALM1_BOOK)) continue;
5565 if ((o_ptr->tval == REALM2_BOOK) &&
5566 (j_ptr->tval != REALM2_BOOK)) break;
5567 if ((j_ptr->tval == REALM2_BOOK) &&
5568 (o_ptr->tval != REALM2_BOOK)) continue;
5570 /* Objects sort by decreasing type */
5571 if (o_ptr->tval > j_ptr->tval) break;
5572 if (o_ptr->tval < j_ptr->tval) continue;
5574 /* Non-aware (flavored) items always come last */
5575 if (!object_aware_p(o_ptr)) continue;
5576 if (!object_aware_p(j_ptr)) break;
5578 /* Objects sort by increasing sval */
5579 if (o_ptr->sval < j_ptr->sval) break;
5580 if (o_ptr->sval > j_ptr->sval) continue;
5582 /* Unidentified objects always come last */
5583 if (!object_known_p(o_ptr)) continue;
5584 if (!object_known_p(j_ptr)) break;
5586 /* Hack: otherwise identical rods sort by
5587 increasing recharge time --dsb */
5588 if (o_ptr->tval == TV_ROD)
5590 if (o_ptr->pval < j_ptr->pval) break;
5591 if (o_ptr->pval > j_ptr->pval) continue;
5594 /* Determine the "value" of the pack item */
5595 j_value = object_value(j_ptr);
5597 /* Objects sort by decreasing value */
5598 if (o_value > j_value) break;
5599 if (o_value < j_value) continue;
5606 for (k = n; k >= i; k--)
5608 /* Hack -- Slide the item */
5609 object_copy(&inventory[k+1], &inventory[k]);
5612 /* Wipe the empty slot */
5613 object_wipe(&inventory[i]);
5618 object_copy(&inventory[i], o_ptr);
5620 /* Access new object */
5621 j_ptr = &inventory[i];
5624 j_ptr->next_o_idx = 0;
5626 /* Forget monster */
5627 j_ptr->held_m_idx = 0;
5629 /* Forget location */
5630 j_ptr->iy = j_ptr->ix = 0;
5632 /* No longer marked */
5633 j_ptr->marked = FALSE;
5635 /* Increase the weight */
5636 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5638 /* Count the items */
5641 /* Recalculate bonuses */
5642 p_ptr->update |= (PU_BONUS);
5644 /* Combine and Reorder pack */
5645 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5648 p_ptr->window |= (PW_INVEN);
5650 /* Return the slot */
5656 * Take off (some of) a non-cursed equipment item
5658 * Note that only one item at a time can be wielded per slot.
5660 * Note that taking off an item when "full" may cause that item
5661 * to fall to the ground.
5663 * Return the inventory slot into which the item is placed.
5665 s16b inven_takeoff(int item, int amt)
5676 char o_name[MAX_NLEN];
5679 /* Get the item to take off */
5680 o_ptr = &inventory[item];
5683 if (amt <= 0) return (-1);
5686 if (amt > o_ptr->number) amt = o_ptr->number;
5688 /* Get local object */
5691 /* Obtain a local object */
5692 object_copy(q_ptr, o_ptr);
5694 /* Modify quantity */
5695 q_ptr->number = amt;
5697 /* Describe the object */
5698 object_desc(o_name, q_ptr, TRUE, 3);
5700 /* Took off weapon */
5701 if (item == INVEN_RARM)
5704 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5706 act = "You were wielding";
5712 else if (item == INVEN_BOW)
5715 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5717 act = "You were holding";
5722 /* Took off light */
5723 else if (item == INVEN_LITE)
5726 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5728 act = "You were holding";
5733 /* Took off something */
5737 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5739 act = "You were wearing";
5744 /* Modify, Optimize */
5745 inven_item_increase(item, -amt);
5746 inven_item_optimize(item);
5748 /* Carry the object */
5749 slot = inven_carry(q_ptr);
5753 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5755 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5765 * Drop (some of) a non-cursed inventory/equipment item
5767 * The object will be dropped "near" the current location
5769 void inven_drop(int item, int amt)
5776 char o_name[MAX_NLEN];
5779 /* Access original object */
5780 o_ptr = &inventory[item];
5783 if (amt <= 0) return;
5786 if (amt > o_ptr->number) amt = o_ptr->number;
5789 /* Take off equipment */
5790 if (item >= INVEN_RARM)
5792 /* Take off first */
5793 item = inven_takeoff(item, amt);
5795 /* Access original object */
5796 o_ptr = &inventory[item];
5800 /* Get local object */
5803 /* Obtain local object */
5804 object_copy(q_ptr, o_ptr);
5806 /* Distribute charges of wands or rods */
5807 distribute_charges(o_ptr, q_ptr, amt);
5809 /* Modify quantity */
5810 q_ptr->number = amt;
5812 /* Describe local object */
5813 object_desc(o_name, q_ptr, TRUE, 3);
5817 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5819 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5823 /* Drop it near the player */
5824 (void)drop_near(q_ptr, 0, py, px);
5826 /* Modify, Describe, Optimize */
5827 inven_item_increase(item, -amt);
5828 inven_item_describe(item);
5829 inven_item_optimize(item);
5834 * Combine items in the pack
5836 * Note special handling of the "overflow" slot
5838 void combine_pack(void)
5846 /* Combine the pack (backwards) */
5847 for (i = INVEN_PACK; i > 0; i--)
5850 o_ptr = &inventory[i];
5852 /* Skip empty items */
5853 if (!o_ptr->k_idx) continue;
5855 /* Scan the items above that item */
5856 for (j = 0; j < i; j++)
5859 j_ptr = &inventory[j];
5861 /* Skip empty items */
5862 if (!j_ptr->k_idx) continue;
5864 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5865 if (object_similar_part(j_ptr, o_ptr)
5866 && j_ptr->number < MAX_STACK_SIZE-1)
5868 if (o_ptr->number + j_ptr->number < MAX_STACK_SIZE)
5873 /* Add together the item counts */
5874 object_absorb(j_ptr, o_ptr);
5876 /* One object is gone */
5879 /* Slide everything down */
5880 for (k = i; k < INVEN_PACK; k++)
5882 /* Structure copy */
5883 inventory[k] = inventory[k+1];
5886 /* Erase the "final" slot */
5887 object_wipe(&inventory[k]);
5891 int remain = j_ptr->number + o_ptr->number - 99;
5893 o_ptr->number -= remain;
5895 /* Add together the item counts */
5896 object_absorb(j_ptr, o_ptr);
5898 o_ptr->number = remain;
5902 p_ptr->window |= (PW_INVEN);
5912 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
5914 if (flag) msg_print("You combine some items in your pack.");
5921 * Reorder items in the pack
5923 * Note special handling of the "overflow" slot
5925 void reorder_pack(void)
5937 /* Re-order the pack (forwards) */
5938 for (i = 0; i < INVEN_PACK; i++)
5940 /* Mega-Hack -- allow "proper" over-flow */
5941 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5944 o_ptr = &inventory[i];
5946 /* Skip empty slots */
5947 if (!o_ptr->k_idx) continue;
5949 /* Get the "value" of the item */
5950 o_value = object_value(o_ptr);
5952 /* Scan every occupied slot */
5953 for (j = 0; j < INVEN_PACK; j++)
5955 /* Get the item already there */
5956 j_ptr = &inventory[j];
5958 /* Use empty slots */
5959 if (!j_ptr->k_idx) break;
5961 /* Hack -- readable books always come first */
5962 if ((o_ptr->tval == REALM1_BOOK) &&
5963 (j_ptr->tval != REALM1_BOOK)) break;
5964 if ((j_ptr->tval == REALM1_BOOK) &&
5965 (o_ptr->tval != REALM1_BOOK)) continue;
5967 if ((o_ptr->tval == REALM2_BOOK) &&
5968 (j_ptr->tval != REALM2_BOOK)) break;
5969 if ((j_ptr->tval == REALM2_BOOK) &&
5970 (o_ptr->tval != REALM2_BOOK)) continue;
5972 /* Objects sort by decreasing type */
5973 if (o_ptr->tval > j_ptr->tval) break;
5974 if (o_ptr->tval < j_ptr->tval) continue;
5976 /* Non-aware (flavored) items always come last */
5977 if (!object_aware_p(o_ptr)) continue;
5978 if (!object_aware_p(j_ptr)) break;
5980 /* Objects sort by increasing sval */
5981 if (o_ptr->sval < j_ptr->sval) break;
5982 if (o_ptr->sval > j_ptr->sval) continue;
5984 /* Unidentified objects always come last */
5985 if (!object_known_p(o_ptr)) continue;
5986 if (!object_known_p(j_ptr)) break;
5988 /* Hack: otherwise identical rods sort by
5989 increasing recharge time --dsb */
5990 if (o_ptr->tval == TV_ROD)
5992 if (o_ptr->pval < j_ptr->pval) break;
5993 if (o_ptr->pval > j_ptr->pval) continue;
5996 /* Determine the "value" of the pack item */
5997 j_value = object_value(j_ptr);
6001 /* Objects sort by decreasing value */
6002 if (o_value > j_value) break;
6003 if (o_value < j_value) continue;
6006 /* Never move down */
6007 if (j >= i) continue;
6012 /* Get local object */
6015 /* Save a copy of the moving item */
6016 object_copy(q_ptr, &inventory[i]);
6018 /* Slide the objects */
6019 for (k = i; k > j; k--)
6021 /* Slide the item */
6022 object_copy(&inventory[k], &inventory[k-1]);
6025 /* Insert the moving item */
6026 object_copy(&inventory[j], q_ptr);
6029 p_ptr->window |= (PW_INVEN);
6034 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6036 if (flag) msg_print("You reorder some items in your pack.");
6043 * Hack -- display an object kind in the current window
6045 * Include list of usable spells for readible books
6047 void display_koff(int k_idx)
6054 char o_name[MAX_NLEN];
6057 /* Erase the window */
6058 for (y = 0; y < Term->hgt; y++)
6060 /* Erase the line */
6061 Term_erase(0, y, 255);
6067 /* Get local object */
6070 /* Prepare the object */
6071 object_prep(q_ptr, k_idx);
6074 object_desc_store(o_name, q_ptr, FALSE, 0);
6076 /* Mention the object name */
6077 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6079 /* Warriors are illiterate */
6080 if (!(p_ptr->realm1 || p_ptr->realm2)) return;
6082 /* Display spells in readible books */
6083 if ((q_ptr->tval == REALM1_BOOK) ||
6084 (q_ptr->tval == REALM2_BOOK))
6092 /* Access the item's sval */
6095 /* Extract spells */
6096 for (spell = 0; spell < 32; spell++)
6098 /* Check for this spell */
6099 if (fake_spell_flags[sval] & (1L << spell))
6101 /* Collect this spell */
6102 spells[num++] = spell;
6107 print_spells(0, spells, num, 2, 0,
6108 (q_ptr->tval == REALM1_BOOK ? p_ptr->realm1 - 1 : p_ptr->realm2 - 1));
6112 /* Choose one of items that have warning flag */
6113 object_type *choose_warning_item(void)
6116 int choices[INVEN_TOTAL-INVEN_RARM];
6119 /* Paranoia -- Player has no warning-item */
6120 if (!p_ptr->warning) return (NULL);
6122 /* Search Inventry */
6123 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6126 object_type *o_ptr = &inventory[i];
6128 object_flags(o_ptr, &f1, &f2, &f3);
6129 if (f3 & (TR3_WARNING))
6131 choices[number] = i;
6136 /* Choice one of them */
6137 return (&inventory[choices[randint0(number)]]);
6140 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6141 bool process_frakir(int xx, int yy)
6145 char o_name[MAX_NLEN];
6147 #define FRAKIR_AWARE_RANGE 12
6149 static int old_damage = 0;
6151 for (mx = xx-FRAKIR_AWARE_RANGE; mx < xx+FRAKIR_AWARE_RANGE+1; mx++)
6153 for (my = yy-FRAKIR_AWARE_RANGE; my < yy+FRAKIR_AWARE_RANGE+1; my++)
6156 monster_type *m_ptr;
6157 monster_race *r_ptr;
6161 if (!in_bounds(my,mx) || (distance(my,mx,yy,xx)>FRAKIR_AWARE_RANGE)) continue;
6163 c_ptr = &cave[my][mx];
6165 if (!c_ptr->m_idx) continue;
6167 m_ptr = &m_list[c_ptr->m_idx];
6168 r_ptr = &r_info[m_ptr->r_idx];
6174 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6176 if (m_ptr->csleep) continue;
6177 if (is_pet(m_ptr)) continue;
6179 /* Monster spells (only powerful ones)*/
6180 if(projectable(my,mx,yy,xx))
6183 #define DAMCALC(f,val,max,im,vln,res,resx,resy,op,opx,opy,dmax) \
6184 if (f){ int dam = (val)>(max)? (max):(val); \
6186 if (vln) dam *= 2; \
6187 if (res) {dam = (dam * resx) / resy;} \
6188 if (op) {dam = (dam * opx) / opy;} \
6189 if (dam>dmax) dmax = dam; \
6192 DAMCALC(f4 & (RF4_BR_FIRE), m_ptr->hp / 3, 1600,
6193 p_ptr->immune_fire, p_ptr->muta3 & MUT3_VULN_ELEM,
6194 p_ptr->resist_fire, 1, 3,
6195 p_ptr->oppose_fire, 1, 3, dam_max0);
6197 DAMCALC(f4 & (RF4_BR_COLD), m_ptr->hp / 3, 1600,
6198 p_ptr->immune_cold, p_ptr->muta3 & MUT3_VULN_ELEM,
6199 p_ptr->resist_cold, 1, 3,
6200 p_ptr->oppose_cold, 1, 3, dam_max0);
6202 DAMCALC(f4 & (RF4_BR_ELEC), m_ptr->hp / 3, 1600,
6203 p_ptr->immune_elec, p_ptr->muta3 & MUT3_VULN_ELEM,
6204 p_ptr->resist_elec, 1, 3,
6205 p_ptr->oppose_elec, 1, 3, dam_max0);
6207 DAMCALC(f4 & (RF4_BR_ACID), m_ptr->hp / 3, 1600,
6208 p_ptr->immune_acid, p_ptr->muta3 & MUT3_VULN_ELEM,
6209 p_ptr->resist_acid, 1, 3,
6210 p_ptr->oppose_acid, 1, 3, dam_max0);
6212 DAMCALC(f4 & (RF4_BR_POIS), m_ptr->hp / 3, 800,
6214 p_ptr->resist_pois, 1, 3,
6215 p_ptr->oppose_pois, 1, 3, dam_max0);
6218 DAMCALC(f4 & (RF4_BR_NETH), m_ptr->hp / 6, 550, FALSE , FALSE,
6219 p_ptr->resist_neth, 6, 9, FALSE, 1, 1, dam_max0);
6221 DAMCALC(f4 & (RF4_BR_LITE), m_ptr->hp / 6, 400, FALSE , FALSE,
6222 p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6224 DAMCALC(f4 & (RF4_BR_DARK), m_ptr->hp / 6, 400, FALSE , FALSE,
6225 p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6227 DAMCALC(f4 & (RF4_BR_CONF), m_ptr->hp / 6, 450, FALSE , FALSE,
6228 p_ptr->resist_conf, 5, 9, FALSE, 1, 1, dam_max0);
6230 DAMCALC(f4 & (RF4_BR_SOUN), m_ptr->hp / 6, 450, FALSE , FALSE,
6231 p_ptr->resist_sound, 5, 9, FALSE, 1, 1, dam_max0);
6233 DAMCALC(f4 & (RF4_BR_CHAO), m_ptr->hp / 6, 600, FALSE , FALSE,
6234 p_ptr->resist_chaos, 6, 9, FALSE, 1, 1, dam_max0);
6236 DAMCALC(f4 & (RF4_BR_DISE), m_ptr->hp / 6, 500, FALSE , FALSE,
6237 p_ptr->resist_disen, 6, 9, FALSE, 1, 1, dam_max0);
6239 DAMCALC(f4 & (RF4_BR_NEXU), m_ptr->hp / 3, 250, FALSE , FALSE,
6240 p_ptr->resist_nexus, 6, 9, FALSE, 1, 1, dam_max0);
6242 DAMCALC(f4 & (RF4_BR_TIME), m_ptr->hp / 3, 150, FALSE , FALSE,
6243 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6245 DAMCALC(f4 & (RF4_BR_INER), m_ptr->hp / 6, 200, FALSE , FALSE,
6246 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6248 DAMCALC(f4 & (RF4_BR_GRAV), m_ptr->hp / 3, 200, FALSE , FALSE,
6249 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6251 DAMCALC(f4 & (RF4_BR_SHAR), m_ptr->hp / 6, 500, FALSE , FALSE,
6252 p_ptr->resist_shard, 6, 9, FALSE, 1, 1, dam_max0);
6254 DAMCALC(f4 & (RF4_BR_PLAS), m_ptr->hp / 6, 150, FALSE , FALSE,
6255 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6257 DAMCALC(f4 & (RF4_BR_WALL), m_ptr->hp / 6, 200, FALSE , FALSE,
6258 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6260 DAMCALC(f4 & (RF4_BR_MANA), m_ptr->hp / 3, 250, FALSE , FALSE,
6261 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6263 DAMCALC(f4 & (RF4_BR_NUKE), m_ptr->hp / 3, 800, FALSE , FALSE,
6264 p_ptr->resist_pois, 2, 5,
6265 p_ptr->oppose_pois, 2, 5, dam_max0);
6267 DAMCALC(f4 & (RF4_BR_DISI), m_ptr->hp / 3, 300, FALSE , FALSE,
6268 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6271 DAMCALC(f4 & (RF4_ROCKET), m_ptr->hp / 4, 800, FALSE , FALSE,
6272 p_ptr->resist_shard, 1, 2, FALSE, 1, 1, dam_max0);
6274 DAMCALC(f5 & (RF5_BA_MANA), rlev*4 + 150, 9999, FALSE , FALSE,
6275 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6277 DAMCALC(f5 & (RF5_BA_DARK), rlev*4 + 150, 9999, FALSE , FALSE,
6278 p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6280 DAMCALC(f5 & (RF5_BA_LITE), rlev*4 + 150, 9999, FALSE , FALSE,
6281 p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6284 DAMCALC(f6 & (RF6_HAND_DOOM), p_ptr->chp*6/10, 9999, FALSE , FALSE,
6285 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6289 /* Monster melee attacks */
6290 if(mx <= xx+1 && mx >= xx-1 && my <=yy+1 && my >= yy-1)
6294 for (m = 0; m < 4; m++)
6298 /* Skip non-attacks */
6299 if (!r_ptr->blow[m].method) continue;
6301 /* Extract the attack info */
6302 d1 = r_ptr->blow[m].d_dice;
6303 d2 = r_ptr->blow[m].d_side;
6307 if(dam_melee>dam_max0)dam_max0=dam_melee;
6310 /* Contribution from this monster */
6315 /* Prevent excessive warning */
6316 if(dam_max > old_damage)
6318 old_damage=dam_max * 3 / 2;
6320 if (dam_max>(p_ptr->chp)/2)
6322 object_type *o_ptr = choose_warning_item();
6324 object_desc(o_name, o_ptr, FALSE, 0);
6326 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6328 msg_format("%s pulsates sharply!", o_name);
6332 return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6334 return (get_check("Realy want to go ahead? "));
6338 else old_damage = old_damage/2;
6340 c_ptr = &cave[yy][xx];
6341 if (((is_trap(c_ptr->feat) && !easy_disarm) || (c_ptr->info & CAVE_TRAP)) && !one_in_(13))
6343 object_type *o_ptr = choose_warning_item();
6345 object_desc(o_name, o_ptr, FALSE, 0);
6347 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6349 msg_format("%s pulsates!", o_name);
6353 return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6355 return (get_check("Realy want to go ahead? "));
6362 typedef struct essence_type essence_type;
6373 static essence_type essence_info[MAX_ESSENCE] = {
6374 {"ÏÓÎÏ","ÏÓÎÏ", 1, 4, 20},
6375 {"ÃÎǽ","ÃÎǽ", 2, 4, 20},
6376 {"¸¤µ","¸¤µ", 3, 4, 20},
6377 {"´ïÍѤµ","´ïÍѤµ", 4, 4, 20},
6378 {"Âѵ×ÎÏ","Âѵ×ÎÏ", 5, 4, 20},
6379 {"Ì¥ÎÏ","Ì¥ÎÏ", 6, 4, 20},
6380 {"ËâÎÏ»ÙÇÛ","ËâÎÏ»ÙÇÛ", 7, 4, 20},
6382 {"±£Ì©","±£Ì©", 9, 4, 40},
6383 {"õº÷","õº÷", 10, 4, 15},
6384 {"ÀÖ³°Àþ»ëÎÏ","ÀÖ³°Àþ»ëÎÏ", 11, 4, 15},
6385 {"ºÎ·¡","ºÎ·¡", 12, 4, 15},
6386 {"¥¹¥Ô¡¼¥É","¥¹¥Ô¡¼¥É", 13, 4, 12},
6387 {"Äɲù¶·â","Äɲù¶·â", 14, 1, 20},
6388 {"¥«¥ª¥¹¹¶·â","¥«¥ª¥¹¹¶·â", 15, 1, 15},
6389 {"µÛ·ì¹¶·â","µÛ·ì¹¶·â", 16, 1, 60},
6390 {"ưʪÇÜÂÇ","ưʪÇÜÂÇ", 17, 1, 20},
6391 {"¼Ù°ÇÜÂÇ","¼Ù°ÇÜÂÇ", 18, 1, 100},
6392 {"ÉÔ»àÇÜÂÇ","ÉÔ»àÇÜÂÇ", 19, 1, 20},
6393 {"°ËâÇÜÂÇ","°ËâÇÜÂÇ", 20, 1, 20},
6394 {"¥ª¡¼¥¯ÇÜÂÇ","¥ª¡¼¥¯ÇÜÂÇ", 21, 1, 15},
6395 {"¥È¥í¥ëÇÜÂÇ","¥È¥í¥ëÇÜÂÇ", 22, 1, 15},
6396 {"µð¿ÍÇÜÂÇ","µð¿ÍÇÜÂÇ", 23, 1, 20},
6397 {"εÇÜÂÇ","εÇÜÂÇ", 24, 1, 20},
6398 {"","εÇÜÇÜÂÇ", 24, 1, 60},
6400 {"ÃÏ¿Ì","ÃÏ¿Ìȯư", 27, 5, 15},
6401 {"ÆÇ»¦","ÆÇ»¦", 28, 1, 20},
6402 {"Íϲò","Íϲò", 29, 1, 20},
6403 {"ÅÅ·â","ÅÅ·â", 30, 1, 20},
6404 {"¾Æ´þ","¾Æ´þ", 31, 1, 20},
6405 {"Åà·ë","Åà·ë", 32, 1, 20},
6406 {"ǽÎÏ°Ý»ý","ÏÓÎÏ°Ý»ý", 33, 3, 15},
6407 {"","ÃÎǽ°Ý»ý", 33, 3, 15},
6408 {"","¸¤µ°Ý»ý", 33, 3, 15},
6409 {"","´ïÍѤµ°Ý»ý", 33, 3, 15},
6410 {"","Âѵ×ÎÏ°Ý»ý", 33, 3, 15},
6411 {"","Ì¥ÎÏ°Ý»ý", 33, 3, 15},
6414 {"ÌȱÖ","»ÀÌȱÖ", 41, 2, 20},
6415 {"","ÅÅ·âÌȱÖ", 41, 2, 20},
6416 {"","²Ð±êÌȱÖ", 41, 2, 20},
6417 {"","Î䵤ÌȱÖ", 41, 2, 20},
6419 {"È¿¼Í","È¿¼Í", 46, 2, 20},
6420 {"ËãáãÃΤ餺","ËãáãÃΤ餺", 47, 3, 20},
6421 {"À¸Ì¿ÎÏ°Ý»ý","À¸Ì¿ÎÏ°Ý»ý", 48, 3, 20},
6422 {"ÂÑ»À","ÂÑ»À", 49, 2, 15},
6423 {"ÂÑÅÅ·â","ÂÑÅÅ·â", 50, 2, 15},
6424 {"ÂѲбê","ÂѲбê", 51, 2, 15},
6425 {"ÂÑÎ䵤","ÂÑÎ䵤", 52, 2, 15},
6426 {"ÂÑÆÇ","ÂÑÆÇ", 53, 2, 25},
6427 {"ÂѶ²ÉÝ","ÂѶ²ÉÝ", 54, 2, 20},
6428 {"ÂÑÁ®¸÷","ÂÑÁ®¸÷", 55, 2, 20},
6429 {"ÂѰŹõ","ÂѰŹõ", 56, 2, 20},
6430 {"ÂÑÌÕÌÜ","ÂÑÌÕÌÜ", 57, 2, 20},
6431 {"ÂѺ®Íð","ÂѺ®Íð", 58, 2, 20},
6432 {"Âѹ첻","Âѹ첻", 59, 2, 20},
6433 {"ÂÑÇËÊÒ","ÂÑÇËÊÒ", 60, 2, 20},
6434 {"ÂÑÃϹö","ÂÑÃϹö", 61, 2, 20},
6435 {"ÂÑ°ø²Ìº®Íð","ÂÑ°ø²Ìº®Íð", 62, 2, 20},
6436 {"ÂÑ¥«¥ª¥¹","ÂÑ¥«¥ª¥¹", 63, 2, 20},
6437 {"ÂÑÎô²½","ÂÑÎô²½", 64, 2, 20},
6443 {"È¿ËâË¡","È¿ËâË¡", 70, 3, 15},
6450 {"ÉâÍ·","ÉâÍ·", 77, 3, 20},
6451 {"±Êµ×¸÷¸»","±Êµ×¸÷¸»", 78, 3, 15},
6452 {"²Ä»ëÆ©ÌÀ","²Ä»ëÆ©ÌÀ", 79, 3, 20},
6453 {"¥Æ¥ì¥Ñ¥·¡¼","¥Æ¥ì¥Ñ¥·¡¼", 80, 3, 15},
6454 {"Ãپò½","Ãپò½", 81, 3, 15},
6455 {"µÞ®²óÉü","µÞ®²óÉü", 82, 3, 20},
6464 {"¥Æ¥ì¥Ý¡¼¥È","¥Æ¥ì¥Ý¡¼¥È", 91, 3, 25},
6470 {"¹¶·â","¹¶·â", 97, 6, 30},
6471 {"Ëɸæ","Ëɸæ", 98, 6, 15},
6472 {"","»ÀÂÑÀȯư", 49, 5, 50},
6473 {"","ÅÅ·âÂÑÀȯư", 50, 5, 50},
6474 {"","²Ð±êÂÑÀȯư", 51, 5, 50},
6475 {"","Î䵤ÂÑÀȯư", 52, 5, 50},
6476 {"","²Ð±ê¥ª¡¼¥é", 0, 5, 30},
6477 {"","Åŷ⥪¡¼¥é", 0, 5, 30},
6478 {"","Î䵤¥ª¡¼¥é", 0, 5, 30},
6479 {"","Á´ÂÑÀ", 0, 2, 150},
6480 {"","ÁõÈ÷ÊÝ»ý", 0, 6, 10},
6481 {"","»¦Ù¤¤Î¾®¼ê", 97, 1, 200},
6484 static essence_type essence_info[MAX_ESSENCE] = {
6485 {"strength","strength", 1, 4, 20},
6486 {"intelligen.","intelligence", 2, 4, 20},
6487 {"wisdom","wisdom", 3, 4, 20},
6488 {"dexterity","dexterity", 4, 4, 20},
6489 {"constitut.","constitution", 5, 4, 20},
6490 {"charisma","charisma", 6, 4, 20},
6491 {"magic mast.","magic mastery", 7, 4, 20},
6493 {"stealth","stealth", 9, 4, 40},
6494 {"serching","serching", 10, 4, 15},
6495 {"inflavision","inflavision", 11, 4, 15},
6496 {"digging","digging", 12, 4, 15},
6497 {"speed","speed", 13, 4, 12},
6498 {"extra atk","extra attack", 14, 1, 20},
6499 {"chaos brand","chaos brand", 15, 1, 15},
6500 {"vampiric","vampiric brand", 16, 1, 60},
6501 {"slay animal","slay animal", 17, 1, 20},
6502 {"slay evil","slay evil", 18, 1, 100},
6503 {"slay undead","slay undead", 19, 1, 20},
6504 {"slay demon","slay demon", 20, 1, 20},
6505 {"slay orc","slay orc", 21, 1, 15},
6506 {"slay troll","slay troll", 22, 1, 15},
6507 {"slay giant","slay giant", 23, 1, 20},
6508 {"slay dragon","slay dragon", 24, 1, 20},
6509 {"","kill dragon", 24, 1, 60},
6511 {"quake","quake activation", 27, 5, 15},
6512 {"pois. brand","poison brand", 28, 1, 20},
6513 {"acid brand","acid brand", 29, 1, 20},
6514 {"elec. brand","electric brand", 30, 1, 20},
6515 {"fire brand","fire brand", 31, 1, 20},
6516 {"cold brand","cold brand", 32, 1, 20},
6517 {"sustain","sustain strength", 33, 3, 15},
6518 {"","sustain intelligence", 33, 3, 15},
6519 {"","sustain wisdom", 33, 3, 15},
6520 {"","sustain dexterity", 33, 3, 15},
6521 {"","sustain constitution", 33, 3, 15},
6522 {"","sustain charisma", 33, 3, 15},
6525 {"immunity","acid immunity", 41, 2, 20},
6526 {"","electric immunity", 41, 2, 20},
6527 {"","fire immunity", 41, 2, 20},
6528 {"","cold immunity", 41, 2, 20},
6530 {"reflection","reflection", 46, 2, 20},
6531 {"free action","free action", 47, 3, 20},
6532 {"hold life","hold life", 48, 3, 20},
6533 {"res. acid","resistance to acid", 49, 2, 15},
6534 {"res. elec.","resistance to electric", 50, 2, 15},
6535 {"res. fire","resistance to fire", 51, 2, 15},
6536 {"res. cold","resistance to cold", 52, 2, 15},
6537 {"res. poison","resistance to poison", 53, 2, 25},
6538 {"res. fear","resistance to fear", 54, 2, 20},
6539 {"res. light","resistance to light", 55, 2, 20},
6540 {"res. dark","resistance to dark", 56, 2, 20},
6541 {"res. blind","resistance to blind", 57, 2, 20},
6542 {"res.confuse","resistance to confusion", 58, 2, 20},
6543 {"res. sound","resistance to sound", 59, 2, 20},
6544 {"res. shard","resistance to shard", 60, 2, 20},
6545 {"res. nether","resistance to nether", 61, 2, 20},
6546 {"res. nexus","resistance to nexus", 62, 2, 20},
6547 {"res. chaos","resistance to chaos", 63, 2, 20},
6548 {"res. disen.","resistance to disenchantment", 64, 2, 20},
6554 {"anti magic","anti magic", 70, 3, 15},
6561 {"levitation","levitation", 77, 3, 20},
6562 {"perm. light","permanent light", 78, 3, 15},
6563 {"see invis.","see invisible", 79, 3, 20},
6564 {"telepathy","telepathy", 80, 3, 15},
6565 {"slow dige.","slow digestion", 81, 3, 15},
6566 {"regen.","regeneration", 82, 3, 20},
6575 {"teleport","teleport", 91, 3, 25},
6581 {"weapon enc.","weapon enchant", 97, 6, 30},
6582 {"armor enc.","armor enchant", 98, 6, 15},
6583 {"","resist acid activation", 49, 5, 50},
6584 {"","resist electricity activation", 50, 5, 50},
6585 {"","resist fire activation", 51, 5, 50},
6586 {"","resist cold activation", 52, 5, 50},
6587 {"","fiery sheath", 0, 5, 30},
6588 {"","electric sheath", 0, 5, 30},
6589 {"","coldly sheath", 0, 5, 30},
6590 {"","resistance", 0, 2, 150},
6591 {"","elements proof", 0, 6, 10},
6592 {"","gauntlets of slay", 97, 1, 200},
6596 bool item_tester_hook_melee_ammo(object_type *o_ptr)
6598 switch (o_ptr->tval)
6611 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6619 static void display_essence(void)
6624 for (i = 1; i < 22; i++)
6629 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
6631 prt("Essence Num Essence Num Essence Num ", 1, 8);
6633 for (i = 0; i < MAX_ESSENCE; i++)
6635 if (!essence_info[i].drain_name[0]) continue;
6636 prt(format("%-11s %5d", essence_info[i].drain_name, p_ptr->magic_num1[i]), 2+num%20, 8+num/20*22);
6640 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
6642 prt("List of all essences you have.", 0, 0);
6649 static void drain_essence(void)
6651 int drain_value[MAX_ESSENCE];
6654 bool observe = FALSE;
6655 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
6656 u32b old_f1, old_f2, old_f3, new_f1, new_f2, new_f3;
6659 byte iy, ix, marked, number;
6660 s16b next_o_idx, weight;
6662 for (i = 0; i < MAX_ESSENCE; i++)
6665 item_tester_hook = item_tester_hook_weapon_armour;
6666 item_tester_no_ryoute = TRUE;
6670 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
6671 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6673 q = "Extract from which item? ";
6674 s = "You have nothing you can extract from.";
6677 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
6679 /* Get the item (in the pack) */
6682 o_ptr = &inventory[item];
6685 /* Get the item (on the floor) */
6688 o_ptr = &o_list[0 - item];
6691 if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
6692 char o_name[MAX_NLEN];
6693 object_desc(o_name, o_ptr, FALSE, 0);
6695 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
6697 if (!get_check(format("Really extract from %s? ", o_name))) return;
6703 object_flags(o_ptr, &old_f1, &old_f2, &old_f3);
6704 if (old_f1 & TR1_KILL_DRAGON) old_f1 |= TR1_SLAY_DRAGON;
6706 old_to_a = o_ptr->to_a;
6708 old_to_h = o_ptr->to_h;
6709 old_to_d = o_ptr->to_d;
6712 old_pval = o_ptr->pval;
6713 old_name2 = o_ptr->name2;
6714 if (old_f3 & (TR3_CURSED | TR3_HEAVY_CURSE | TR3_PERMA_CURSE)) dec--;
6715 if (old_f3 & (TR3_AGGRAVATE)) dec--;
6716 if (old_f3 & (TR3_NO_TELE)) dec--;
6717 if (old_f3 & (TR3_DRAIN_EXP)) dec--;
6718 if (old_f3 & (TR3_TY_CURSE)) dec--;
6722 next_o_idx = o_ptr->next_o_idx;
6723 marked = o_ptr->marked;
6724 weight = o_ptr->weight;
6725 number = o_ptr->number;
6727 object_prep(o_ptr, o_ptr->k_idx);
6731 o_ptr->next_o_idx=next_o_idx;
6732 o_ptr->marked=marked;
6733 o_ptr->number = number;
6734 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
6735 o_ptr->ident |= (IDENT_MENTAL);
6736 object_aware(o_ptr);
6737 object_known(o_ptr);
6739 object_flags(o_ptr, &new_f1, &new_f2, &new_f3);
6741 for (i = 0; i < 96; i++)
6747 if (((1 << i) & TR1_PVAL_MASK) && old_pval) pval = ((new_f1 >> i) & 0x00000001) ? old_pval-o_ptr->pval : old_pval;
6748 if ((!((new_f1 >> i) & 0x00000001) || pval) && ((old_f1 >> i) & 0x00000001) && essence_info[i].link)
6750 drain_value[essence_info[i].link-1] += (10 * (pval ? pval : 1));
6755 if (!((new_f2 >> (i-32)) & 0x00000001) && ((old_f2 >> (i-32)) & 0x00000001) && essence_info[i].link)
6757 drain_value[essence_info[i].link-1] += 10;
6762 if (!((new_f3 >> (i-64)) & 0x00000001) && ((old_f3 >> (i-64)) & 0x00000001) && essence_info[i].link)
6764 if (essence_info[i].link == -1)
6766 if (i == ESSENCE__SH__FIRE-1)
6768 drain_value[ESSENCE_B_FIRE-1] += 10;
6769 drain_value[ESSENCE_RES_FIRE-1] += 10;
6771 else if (i == ESSENCE__SH__ELEC-1)
6773 drain_value[ESSENCE_B_ELEC-1] += 10;
6774 drain_value[ESSENCE_RES_ELEC-1] += 10;
6776 else if (i == ESSENCE__SH__COLD-1)
6778 drain_value[ESSENCE_B_COLD-1] += 10;
6779 drain_value[ESSENCE_RES_COLD-1] += 10;
6782 else drain_value[essence_info[i].link-1] += 10;
6787 if ((old_f1 & TR1_FORCE_WEAPON) && !(new_f1 & TR1_FORCE_WEAPON))
6789 drain_value[ESSENCE_INT-1] += 5;
6790 drain_value[ESSENCE_WIS-1] += 5;
6792 if ((old_f1 & TR1_VORPAL) && !(new_f1 & TR1_VORPAL))
6794 drain_value[ESSENCE_B_POIS-1] += 5;
6795 drain_value[ESSENCE_B_ACID-1] += 5;
6796 drain_value[ESSENCE_B_ELEC-1] += 5;
6797 drain_value[ESSENCE_B_FIRE-1] += 5;
6798 drain_value[ESSENCE_B_COLD-1] += 5;
6800 if ((old_f3 & TR3_DEC_MANA) && !(new_f3 & TR3_DEC_MANA))
6802 drain_value[ESSENCE_INT-1] += 10;
6804 if ((old_f3 & TR3_XTRA_MIGHT) && !(new_f3 & TR3_XTRA_MIGHT))
6806 drain_value[ESSENCE_STR-1] += 10;
6808 if ((old_f3 & TR3_XTRA_SHOTS) && !(new_f3 & TR3_XTRA_SHOTS))
6810 drain_value[ESSENCE_DEX-1] += 10;
6812 if (old_name2 == EGO_2WEAPON)
6814 drain_value[ESSENCE_DEX-1] += 20;
6816 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
6818 if (old_ds > o_ptr->ds) drain_value[ESSENCE_ATTACK-1] += (old_ds-o_ptr->ds)*10;
6820 if (old_dd > o_ptr->dd) drain_value[ESSENCE_ATTACK-1] += (old_dd-o_ptr->dd)*10;
6822 if (old_to_h > o_ptr->to_h) drain_value[ESSENCE_ATTACK-1] += (old_to_h-o_ptr->to_h)*10;
6823 if (old_to_d > o_ptr->to_d) drain_value[ESSENCE_ATTACK-1] += (old_to_d-o_ptr->to_d)*10;
6824 if (old_ac > o_ptr->ac) drain_value[ESSENCE_AC-1] += (old_ac-o_ptr->ac)*10;
6825 if (old_to_a > o_ptr->to_a) drain_value[ESSENCE_AC-1] += (old_to_a-o_ptr->to_a)*10;
6827 for (i = 0; i < MAX_ESSENCE; i++)
6829 drain_value[i] *= number;
6830 drain_value[i] = drain_value[i] * dec / 4;
6831 drain_value[i] = MAX(drain_value[i], 0);
6832 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
6841 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
6843 msg_print("You were not able to extract any essence.");
6849 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
6851 msg_print("Extracted essences:");
6853 for (i = 0; i < MAX_ESSENCE; i++)
6855 if (!drain_value[i]) continue;
6856 p_ptr->magic_num1[i] += drain_value[i];
6857 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
6859 msg_format("%s...%d", essence_info[i].drain_name, drain_value[i]);
6863 /* Combine the pack */
6864 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6867 p_ptr->window |= (PW_INVEN);
6872 static int choose_essence()
6876 int menu_line = (use_menu ? 1 : 0);
6879 if (repeat_pull(&mode) && 1 <= mode && mode <= 5)
6882 #endif /* ALLOW_REPEAT */
6891 prt(format(" %s Éð´ï°À", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
6892 prt(format(" %s ÂÑÀ", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
6893 prt(format(" %s ǽÎÏ", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
6894 prt(format(" %s ¿ôÃÍ", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
6895 prt(format(" %s ¤½¤Î¾", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
6896 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
6898 prt(format(" %s Brand weapon", (menu_line == 1) ? "> " : " "), 2, 14);
6899 prt(format(" %s Resistance", (menu_line == 2) ? "> " : " "), 3, 14);
6900 prt(format(" %s Ability", (menu_line == 3) ? "> " : " "), 4, 14);
6901 prt(format(" %s Magic number", (menu_line == 4) ? "> " : " "), 5, 14);
6902 prt(format(" %s Others", (menu_line == 5) ? "> " : " "), 6, 14);
6903 prt("Choose from menu.", 0, 0);
6930 if (menu_line > 5) menu_line -= 5;
6940 prt(" a) ¹¶·â°À", 2, 14);
6941 prt(" b) ÂÑÀ", 3, 14);
6942 prt(" c) ǽÎÏ", 4, 14);
6943 prt(" d) ¿ôÃÍ", 5, 14);
6944 prt(" e) ¤½¤Î¾", 6, 14);
6945 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
6947 prt(" a) Brand weapon", 2, 14);
6948 prt(" b) Resistance", 3, 14);
6949 prt(" c) Ability", 4, 14);
6950 prt(" d) Magic number", 5, 14);
6951 prt(" e) Others", 6, 14);
6952 if (!get_com("Command :", &choice, TRUE))
6988 #endif /* ALLOW_REPEAT */
6992 static void add_essence(int mode)
6994 int item, max_num = 0;
7003 char o_name[MAX_NLEN];
7006 int menu_line = (use_menu ? 1 : 0);
7008 for (i = 0; i < MAX_ESSENCE; i++)
7010 if (essence_info[i].type != mode) continue;
7015 if (!repeat_pull(&i) || i<0 || i>=max_num)
7017 #endif /* ALLOW_REPEAT */
7020 /* Nothing chosen yet */
7026 /* Build a prompt */
7028 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7030 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7032 if (use_menu) screen_save();
7034 /* Get a spell from the user */
7036 choice = (always_show_list || use_menu) ? ESCAPE:1;
7040 if( choice==ESCAPE ) choice = ' ';
7041 else if( !get_com(out_val, &choice, FALSE) )break;
7043 if (use_menu && choice != ' ')
7058 menu_line += (max_num-1);
7081 menu_line = max_num;
7095 if (menu_line > max_num) menu_line -= max_num;
7097 /* Request redraw */
7098 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7101 if (!redraw || use_menu)
7105 char dummy[80], dummy2[80];
7113 /* Save the screen */
7114 if (!use_menu) screen_save();
7116 for (y = 1; y < 24; y++)
7119 /* Print header(s) */
7121 prt(" ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹) ɬÍ׿ô/½ê»ý¿ô", 1, x);
7124 prt(" Ability(essence to need) Needs/Possess", 1, x);
7127 for (ctr = 0; ctr < max_num; ctr++)
7131 if (ctr == (menu_line-1))
7133 strcpy(dummy, "¡Õ ");
7135 strcpy(dummy, "> ");
7137 else strcpy(dummy, " ");
7140 /* letter/number for power selection */
7143 sprintf(dummy, "%c) ",I2A(ctr));
7146 strcat(dummy, essence_info[num[ctr]].add_name);
7151 if (essence_info[num[ctr]].link)
7153 strcat(dummy, format("(%s)", essence_info[essence_info[num[ctr]].link-1].drain_name));
7154 if (p_ptr->magic_num1[essence_info[num[ctr]].link-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7160 case ESSENCE_SH_FIRE:
7162 strcat(dummy, "(¾Æ´þ+ÂѲбê) ");
7164 strcat(dummy, "(brand fire + res.fire) ");
7166 if (p_ptr->magic_num1[ESSENCE_B_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7167 if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7169 case ESSENCE_SH_ELEC:
7171 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â) ");
7173 strcat(dummy, "(brand elec. + res. elec.) ");
7175 if (p_ptr->magic_num1[ESSENCE_B_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7176 if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7178 case ESSENCE_SH_COLD:
7180 strcat(dummy, "(Åà·ë+ÂÑÎ䵤) ");
7182 strcat(dummy, "(brand cold + res. cold) ");
7184 if (p_ptr->magic_num1[ESSENCE_B_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7185 if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7187 case ESSENCE_RESISTANCE:
7189 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7191 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7193 if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7194 if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7195 if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7196 if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7198 case ESSENCE_SUSTAIN:
7200 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7202 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7204 if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7205 if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7206 if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7207 if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7212 if (!able[ctr]) col = TERM_RED;
7214 strcpy(dummy2, format("%-50s",dummy));
7216 if (essence_info[num[ctr]].link)
7218 strcat(dummy2, format(" %d/%d",essence_info[num[ctr]].value, p_ptr->magic_num1[essence_info[num[ctr]].link-1]));
7222 strcat(dummy2, format(" %d/(\?\?)",essence_info[num[ctr]].value));
7225 c_prt(col, dummy2, ctr+2, x);
7235 /* Restore the screen */
7246 ask = (isupper(choice));
7249 if (ask) choice = tolower(choice);
7251 /* Extract request */
7252 i = (islower(choice) ? A2I(choice) : -1);
7255 /* Totally Illegal */
7256 if ((i < 0) || (i >= max_num) || !able[i])
7269 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7271 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7274 /* Belay that order */
7275 if (!get_check(tmp_val)) continue;
7282 /* Restore the screen */
7283 if (redraw) screen_load();
7290 #endif /* ALLOW_REPEAT */
7292 if (num[i] == ESSENCE_SLAY_GLOVE-1)
7293 item_tester_tval = TV_GLOVES;
7295 item_tester_hook = item_tester_hook_melee_ammo;
7296 else if (num[i] == ESSENCE_ATTACK-1)
7297 item_tester_hook = item_tester_hook_weapon;
7298 else if (num[i] == ESSENCE_AC-1)
7299 item_tester_hook = item_tester_hook_armour;
7301 item_tester_hook = item_tester_hook_weapon_armour;
7302 item_tester_no_ryoute = TRUE;
7306 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7307 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7309 q = "Improve which item? ";
7310 s = "You have nothing to improve.";
7313 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7315 /* Get the item (in the pack) */
7318 o_ptr = &inventory[item];
7321 /* Get the item (on the floor) */
7324 o_ptr = &o_list[0 - item];
7327 if ((mode != 6) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7330 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
7332 msg_print("This item is no more able to be improved");
7337 object_desc(o_name, o_ptr, FALSE, 0);
7339 use_essence = essence_info[num[i]].value;
7340 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7341 if (o_ptr->number > 1)
7343 use_essence *= o_ptr->number;
7345 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7347 msg_format("It will take %d essences.",use_essence);
7352 if (essence_info[num[i]].link)
7354 if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7357 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7359 msg_print("You don't have enough essences.");
7363 if ((num[i] < 32) && (TR1_PVAL_MASK & (0x1L << num[i])))
7365 if (num[i] == ESSENCE_BLOWS-1)
7367 if (o_ptr->pval > 1)
7370 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7372 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
7377 else if (o_ptr->pval)
7379 use_essence *= o_ptr->pval;
7381 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7383 msg_format("It will take %d essences.",use_essence);
7391 int limit = MIN(5, p_ptr->magic_num1[essence_info[num[i]].link-1]/essence_info[num[i]].value);
7395 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
7397 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
7399 strcpy(tmp_val, "1");
7401 if (!get_string(tmp, tmp_val, 1)) return;
7402 pval = atoi(tmp_val);
7403 if (pval > limit) pval = limit;
7404 else if (pval < 1) pval = 1;
7406 use_essence *= pval;
7408 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7410 msg_format("It will take %d essences.",use_essence);
7413 if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7416 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7418 msg_print("You don't have enough essences.");
7423 else if (num[i] == ESSENCE_SLAY_GLOVE-1)
7427 int get_to_h, get_to_d;
7429 strcpy(tmp_val, "1");
7431 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7433 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7435 val = atoi(tmp_val);
7436 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
7437 else if (val < 1) val = 1;
7440 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7442 msg_format("It will take %d essences.",use_essence);
7444 if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7447 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7449 msg_print("You don't have enough essences");
7453 get_to_h = ((val+1)/2+randint0(val/2+1));
7454 get_to_d = ((val+1)/2+randint0(val/2+1));
7455 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
7456 o_ptr->to_h += get_to_h;
7457 o_ptr->to_d += get_to_d;
7459 p_ptr->magic_num1[essence_info[num[i]].link-1] -= use_essence;
7460 if (num[i] == ESSENCE_ATTACK-1)
7462 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
7465 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7467 msg_print("You failed to enchant.");
7474 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
7475 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
7478 else if (num[i] == ESSENCE_AC-1)
7480 if (o_ptr->to_a >= p_ptr->lev/5+5)
7483 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7485 msg_print("You failed to enchant.");
7492 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
7497 o_ptr->xtra3 = num[i]+1;
7502 bool success = TRUE;
7506 case ESSENCE_SH_FIRE:
7507 if ((p_ptr->magic_num1[ESSENCE_B_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence))
7512 p_ptr->magic_num1[ESSENCE_B_FIRE-1] -= use_essence;
7513 p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
7515 case ESSENCE_SH_ELEC:
7516 if ((p_ptr->magic_num1[ESSENCE_B_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence))
7521 p_ptr->magic_num1[ESSENCE_B_ELEC-1] -= use_essence;
7522 p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
7524 case ESSENCE_SH_COLD:
7525 if ((p_ptr->magic_num1[ESSENCE_B_COLD-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
7530 p_ptr->magic_num1[ESSENCE_B_COLD-1] -= use_essence;
7531 p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
7533 case ESSENCE_RESISTANCE:
7534 case ESSENCE_SUSTAIN:
7535 if ((p_ptr->magic_num1[ESSENCE_RES_ACID-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
7540 p_ptr->magic_num1[ESSENCE_RES_ACID-1] -= use_essence;
7541 p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
7542 p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
7543 p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
7549 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7551 msg_print("You don't have enough essences");
7555 if (num[i] == ESSENCE_SUSTAIN-1)
7556 o_ptr->art_flags3 |= (TR3_IGNORE_ACID | TR3_IGNORE_ELEC | TR3_IGNORE_FIRE | TR3_IGNORE_COLD);
7557 else o_ptr->xtra3 = num[i]+1;
7563 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, essence_info[num[i]].add_name);
7565 msg_format("You have added ability of %s to %s.", essence_info[num[i]].add_name, o_name);
7568 /* Combine the pack */
7569 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7572 p_ptr->window |= (PW_INVEN);
7576 bool item_tester_hook_kaji(object_type *o_ptr)
7578 switch (o_ptr->tval)
7598 if (o_ptr->xtra3) return (TRUE);
7606 void erase_essence(void)
7611 char o_name[MAX_NLEN];
7614 item_tester_hook = item_tester_hook_kaji;
7618 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
7619 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7621 q = "Remove from which item? ";
7622 s = "You have nothing to remove essence.";
7625 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7627 /* Get the item (in the pack) */
7630 o_ptr = &inventory[item];
7633 /* Get the item (on the floor) */
7636 o_ptr = &o_list[0 - item];
7639 object_desc(o_name, o_ptr, FALSE, 0);
7641 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡©[%s]", o_name))) return;
7643 if (!get_check(format("Are you sure?[%s]", o_name))) return;
7648 if (o_ptr->xtra3 == ESSENCE_SLAY_GLOVE)
7650 o_ptr->to_h -= (o_ptr->xtra4>>8);
7651 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
7655 object_flags(o_ptr, &f1, &f2, &f3);
7656 if (!(f1 & TR1_PVAL_MASK)) o_ptr->pval = 0;
7658 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
7660 msg_print("You removed all essence you have added");
7663 /* Combine the pack */
7664 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7667 p_ptr->window |= (PW_INVEN);
7670 void do_cmd_kaji(bool only_browse)
7675 int menu_line = (use_menu ? 1 : 0);
7679 if (p_ptr->confused)
7682 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
7684 msg_print("You are too confused!");
7692 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
7694 msg_print("You are blind!");
7702 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
7704 msg_print("You are hullcinating!");
7712 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
7714 #endif /* ALLOW_REPEAT */
7716 if (only_browse) screen_save();
7718 if (!only_browse) screen_save();
7724 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
7725 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
7726 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
7727 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
7728 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
7729 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
7731 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
7732 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
7733 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
7734 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
7735 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
7736 prt(format("Choose command from menu."), 0, 0);
7763 if (menu_line > 5) menu_line -= 5;
7772 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
7773 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
7774 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
7775 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
7776 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
7777 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
7779 prt(" a) List essences", 2, 14);
7780 prt(" b) Extract essence", 3, 14);
7781 prt(" c) Remove essence", 4, 14);
7782 prt(" d) Add essence", 5, 14);
7783 prt(" e) Enchant weapon/armor", 6, 14);
7784 if (!get_com("Command :", &choice, TRUE))
7821 /* Clear lines, position cursor (really should use strlen here) */
7822 Term_erase(14, 21, 255);
7823 Term_erase(14, 20, 255);
7824 Term_erase(14, 19, 255);
7825 Term_erase(14, 18, 255);
7826 Term_erase(14, 17, 255);
7827 Term_erase(14, 16, 255);
7829 roff_to_buf( kaji_tips[mode-1],62,temp);
7830 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
7832 prt(&temp[j], line, 15);
7837 if (!only_browse) screen_load();
7838 } while (only_browse);
7842 #endif /* ALLOW_REPEAT */
7846 case 1: display_essence();break;
7847 case 2: drain_essence();break;
7848 case 3: erase_essence();break;
7850 mode = choose_essence();
7855 case 5: add_essence(6);break;